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Cai, Yunxuan; Xiang, Sitao; Li, Zongjian; Chen, Haiwei; Zhao, Yajie
Bringing Diversity from Diffusion Models to Semantic-Guided Face Asset Generation Journal Article
In: ACM Trans. Graph., vol. 45, no. 3, pp. 1–19, 2026, ISSN: 0730-0301, 1557-7368.
@article{cai_bringing_2026,
title = {Bringing Diversity from Diffusion Models to Semantic-Guided Face Asset Generation},
author = {Yunxuan Cai and Sitao Xiang and Zongjian Li and Haiwei Chen and Yajie Zhao},
url = {https://dl.acm.org/doi/10.1145/3793859},
doi = {10.1145/3793859},
issn = {0730-0301, 1557-7368},
year = {2026},
date = {2026-06-01},
urldate = {2026-05-21},
journal = {ACM Trans. Graph.},
volume = {45},
number = {3},
pages = {1–19},
abstract = {High-quality 3D face asset creation remains costly due to reliance on controlled capture setups and manual processing, limiting scalability and diversity. We introduce a fully automated, semantically controllable framework for generating PBR-ready 3D facial assets without requiring dedicated scans. Our pipeline begins with a diffusion-based data synthesis stage, where 2D portrait samples from a pre-trained diffusion model are converted into 44K textured 3D face reconstructions via our proposed geometry recovery and texture normalization algorithm, which aligns arbitrarily shaded outputs into clean albedo space. Using this dataset, we train a disentangled adversarial generator that maps semantic attributes (age, gender, ethnicity) to UV-space geometry and albedo, enabling both direct sampling and continuous latent editing while preserving identity. A refinement stage further produces PBR materials and secondary assets (eyeballs, teeth, gums). The resulting system supports controllable face generation and post-editing in real time and exports directly to standard rendering and animation pipelines. We evaluate each component extensively and provide a web-based interactive interface to showcase practical deployment.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Hans, Soham; Wang, Yunzhe; Ustun, Volkan
Egocentric Team AI: Enabling Tactical Reasoning from the Operator’s View Journal Article
In: AAAI-SS, vol. 8, no. 1, pp. 45–49, 2026, ISSN: 2994-4317.
@article{hans_egocentric_2026,
title = {Egocentric Team AI: Enabling Tactical Reasoning from the Operator’s View},
author = {Soham Hans and Yunzhe Wang and Volkan Ustun},
url = {https://ojs.aaai.org/index.php/AAAI-SS/article/view/42516},
doi = {10.1609/aaaiss.v8i1.42516},
issn = {2994-4317},
year = {2026},
date = {2026-05-01},
urldate = {2026-06-16},
journal = {AAAI-SS},
volume = {8},
number = {1},
pages = {45–49},
abstract = {The future of human–AI integration in high-stakes environments—ranging from defense operations to emergency response—requires AI systems that function as intuitive teammates rather than isolated tools. Yet a persistent perspective gap remains: video understanding models rely on third-person, broadcast-style views, while multi-agent reinforcement learning (MARL) systems operate on egocentric inputs but often depend on centralized critics during training, reducing the need for decentralized policies to internalize team-centric structure. As a result, agents may optimize behavior without learning policy-level representations of the tactical picture grounded in their own observations. To address this gap, we propose Egocentric Team AI, a research direction centered on learning implicit, distributed Common Operating Pictures from first-person views. Building on our prior work with the X-Ego-CS dataset and Cross-Ego Contrastive Learning (CECL), we outline how cross-egocentric representation alignment can be extended from passive video understanding to active multi-agent control. Specifically, we propose integrating cross-ego contrastive objectives into MARL within a multi-agent Doom-based environment as a testbed for decentralized, team-aware policy learning. By positioning cross-egocentric alignment as an inductive bias for decentralized coordination, this work charts a path toward embodied systems capable of adaptive cooperation without explicit communication.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Wang, Yunzhe; Xu, Runhui; Zheng, Kexin; Zhang, Tianyi; Kogundi, Jayavibhav Niranjan; Hans, Soham; Ustun, Volkan
GameplayQA: A Benchmarking Framework for Decision-Dense POV-Synced Multi-Video Understanding of 3D Virtual Agents Miscellaneous
2026, (arXiv:2603.24329 [cs.CL]).
@misc{wang_gameplayqa_2026,
title = {GameplayQA: A Benchmarking Framework for Decision-Dense POV-Synced Multi-Video Understanding of 3D Virtual Agents},
author = {Yunzhe Wang and Runhui Xu and Kexin Zheng and Tianyi Zhang and Jayavibhav Niranjan Kogundi and Soham Hans and Volkan Ustun},
url = {http://arxiv.org/abs/2603.24329},
doi = {10.48550/arXiv.2603.24329},
year = {2026},
date = {2026-04-01},
urldate = {2026-06-18},
publisher = {arXiv},
abstract = {Multimodal LLMs are increasingly deployed as perceptual backbones for autonomous agents in 3D environments, from robotics to virtual worlds. These applications require agents to perceive rapid state changes, attribute actions to the correct entities, and reason about concurrent multi-agent behaviors from a first-person perspective, capabilities that existing benchmarks do not adequately evaluate. We introduce GameplayQA, a framework for evaluating agentic-centric perception and reasoning through video understanding. Specifically, we densely annotate multiplayer 3D gameplay videos at 1.22 labels/second, with time-synced, concurrent captions of states, actions, and events structured around a triadic system of Self, Other Agents, and the World, a natural decomposition for multi-agent environments. From these annotations, we refined 2.4K diagnostic QA pairs organized into three levels of cognitive complexity, accompanied by a structured distractor taxonomy that enables fine-grained analysis of where models hallucinate. Evaluation of frontier MLLMs reveals a substantial gap from human performance, with common failures in temporal and cross-video grounding, agent-role attribution, and handling the decision density of the game. We hope GameplayQA stimulates future research at the intersection of embodied AI, agentic perception, and world modeling.},
note = {arXiv:2603.24329 [cs.CL]},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Zhang, Tianyi; Traum, David
Rethinking Evaluation in Retrieval-Augmented Personalized Dialogue: A Cognitive and Linguistic Perspective Miscellaneous
2026, (arXiv:2603.14217 [cs.CL]).
@misc{zhang_rethinking_2026,
title = {Rethinking Evaluation in Retrieval-Augmented Personalized Dialogue: A Cognitive and Linguistic Perspective},
author = {Tianyi Zhang and David Traum},
url = {http://arxiv.org/abs/2603.14217},
doi = {10.48550/arXiv.2603.14217},
year = {2026},
date = {2026-03-01},
urldate = {2026-06-18},
publisher = {arXiv},
abstract = {In cognitive science and linguistic theory, dialogue is not seen as a chain of independent utterances but rather as a joint activity sustained by coherence, consistency, and shared understanding. However, many systems for open-domain and personalized dialogue use surface-level similarity metrics (e.g., BLEU, ROUGE, F1) as one of their main reporting measures, which fail to capture these deeper aspects of conversational quality. We re-examine a notable retrieval-augmented framework for personalized dialogue, LAPDOG, as a case study for evaluation methodology. Using both human and LLM-based judges, we identify limitations in current evaluation practices, including corrupted dialogue histories, contradictions between retrieved stories and persona, and incoherent response generation. Our results show that human and LLM judgments align closely but diverge from lexical similarity metrics, underscoring the need for cognitively grounded evaluation methods. Broadly, this work charts a path toward more reliable assessment frameworks for retrieval-augmented dialogue systems that better reflect the principles of natural human communication.},
note = {arXiv:2603.14217 [cs.CL]},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Chaubey, Ashutosh; Guan, Xulang; Soleymani, Mohammad
Face-LLaVA: Facial Expression and Attribute Understanding through Instruction Tuning Proceedings Article
In: Proceedings of the IEEE/CVF Winter Conference on Applications of Computer Vision, pp. 2648–2660, 2026.
@inproceedings{chaubey_face-llava_2026,
title = {Face-LLaVA: Facial Expression and Attribute Understanding through Instruction Tuning},
author = {Ashutosh Chaubey and Xulang Guan and Mohammad Soleymani},
year = {2026},
date = {2026-03-01},
booktitle = {Proceedings of the IEEE/CVF Winter Conference on Applications of Computer Vision},
pages = {2648–2660},
abstract = {The human face plays a central role in social communication, necessitating the use of performant computer vision tools for human-centered applications. We propose Face-LLaVA, a multimodal large language model for face-centered, in-context learning, including facial expression and attribute recognition. Additionally, Face-LLaVA is able to generate natural language descriptions that can be used for reasoning. Leveraging existing visual databases, we first developed FaceInstruct-1M, a face-centered database for instruction tuning MLLMs for face processing. We then developed a novel face-specific visual encoder powered by Face-Region Guided Cross-Attention that integrates face geometry with local visual features. We evaluated the proposed method across nine different datasets and five different face processing tasks, including facial expression recognition, action unit detection, facial attribute detection, age estimation and deepfake detection. Face-LLaVA achieves superior results compared to existing open-source MLLMs and competitive performance compared to commercial solutions. Our model output also receives a higher reasoning rating by GPT under a zero-shot setting across all the tasks. Both our dataset and model will be made public to support future advancements in social AI and foundational vision-language research.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Jin, Zhangyu; Feng, Andrew; Chemburkar, Ankur; Melo, Celso M. De
PromptGAR: Flexible Promptive Group Activity Recognition Proceedings Article
In: Proceedings of the IEEE/CVF Winter Conference on Applications of Computer Vision, pp. 4461–4471, 2026.
@inproceedings{jin_promptgar_2026,
title = {PromptGAR: Flexible Promptive Group Activity Recognition},
author = {Zhangyu Jin and Andrew Feng and Ankur Chemburkar and Celso M. De Melo},
url = {https://openaccess.thecvf.com/content/WACV2026/papers/Jin_PromptGAR_Flexible_Promptive_Group_Activity_Recognition_WACV_2026_paper.pdf},
year = {2026},
date = {2026-03-01},
booktitle = {Proceedings of the IEEE/CVF Winter Conference on Applications of Computer Vision},
pages = {4461–4471},
abstract = {We present PromptGAR, a novel framework for Group Activity Recognition (GAR) that offering both input flexibility and high recognition accuracy. The existing approaches suffer from limited real-world applicability due to their reliance on full prompt annotations, fixed number of frames and instances, and the lack of actor consistency. To bridge the gap, we proposed PromptGAR, which is the first GAR model to provide input flexibility across prompts, frames, and instances without the need for retraining. We leverage diverse visual prompts–like bounding boxes, skeletal keypoints, and instance identities–by unifying them as point prompts. A recognition decoder then cross-updates class and prompt tokens for enhanced performance. To ensure actor consistency for extended activity durations, we also introduce a relative instance attention mechanism that directly encodes instance identities. Comprehensive evaluations demonstrate that PromptGAR achieves competitive performances both on full prompts and partial prompt inputs, establishing its effectiveness on input flexibility and generalization ability for real-world applications.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Kwon, Deuksin; Shrestha, Kaleen; Han, Bin; Lin, Spencer; Hale, James; Gratch, Jonathan; Matarić, Maja; Lucas, Gale M.
Can LLMs Truly Embody Human Personality? Analyzing AI and Human Behavior Alignment in Dispute Resolution Miscellaneous
2026, (arXiv:2602.07414 [cs.AI]).
@misc{kwon_can_2026,
title = {Can LLMs Truly Embody Human Personality? Analyzing AI and Human Behavior Alignment in Dispute Resolution},
author = {Deuksin Kwon and Kaleen Shrestha and Bin Han and Spencer Lin and James Hale and Jonathan Gratch and Maja Matarić and Gale M. Lucas},
url = {http://arxiv.org/abs/2602.07414},
doi = {10.48550/arXiv.2602.07414},
year = {2026},
date = {2026-02-01},
urldate = {2026-06-18},
publisher = {arXiv},
abstract = {Large language models (LLMs) are increasingly used to simulate human behavior in social settings such as legal mediation, negotiation, and dispute resolution. However, it remains unclear whether these simulations reproduce the personality-behavior patterns observed in humans. Human personality, for instance, shapes how individuals navigate social interactions, including strategic choices and behaviors in emotionally charged interactions. This raises the question: Can LLMs, when prompted with personality traits, reproduce personality-driven differences in human conflict behavior? To explore this, we introduce an evaluation framework that enables direct comparison of human-human and LLM-LLM behaviors in dispute resolution dialogues with respect to Big Five Inventory (BFI) personality traits. This framework provides a set of interpretable metrics related to strategic behavior and conflict outcomes. We additionally contribute a novel dataset creation methodology for LLM dispute resolution dialogues with matched scenarios and personality traits with respect to human conversations. Finally, we demonstrate the use of our evaluation framework with three contemporary closed-source LLMs and show significant divergences in how personality manifests in conflict across different LLMs compared to human data, challenging the assumption that personality-prompted agents can serve as reliable behavioral proxies in socially impactful applications. Our work highlights the need for psychological grounding and validation in AI simulations before real-world use.},
note = {arXiv:2602.07414 [cs.AI]},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Liu, Rong; Gao, Zhongpai; Planche, Benjamin; Chen, Meida; Nguyen, Van Nguyen; Zheng, Meng; Choudhuri, Anwesa; Chen, Terrence; Wang, Yue; Feng, Andrew; Wu, Ziyan
Universal Beta Splatting Miscellaneous
2026, (arXiv:2510.03312 [cs.GR]).
@misc{liu_universal_2026,
title = {Universal Beta Splatting},
author = {Rong Liu and Zhongpai Gao and Benjamin Planche and Meida Chen and Van Nguyen Nguyen and Meng Zheng and Anwesa Choudhuri and Terrence Chen and Yue Wang and Andrew Feng and Ziyan Wu},
url = {http://arxiv.org/abs/2510.03312},
doi = {10.48550/arXiv.2510.03312},
year = {2026},
date = {2026-02-01},
urldate = {2026-05-29},
publisher = {arXiv},
abstract = {We introduce Universal Beta Splatting (UBS), a unified framework that generalizes 3D Gaussian Splatting to N-dimensional anisotropic Beta kernels for explicit radiance field rendering. Unlike fixed Gaussian primitives, Beta kernels enable controllable dependency modeling across spatial, angular, and temporal dimensions within a single representation. Our unified approach captures complex light transport effects, handles anisotropic view-dependent appearance, and models scene dynamics without requiring auxiliary networks or specific color encodings. UBS maintains backward compatibility by approximating to Gaussian Splatting as a special case, guaranteeing plug-in usability and lower performance bounds. The learned Beta parameters naturally decompose scene properties into interpretable without explicit supervision: spatial (surface vs. texture), angular (diffuse vs. specular), and temporal (static vs. dynamic). Our CUDA-accelerated implementation achieves real-time rendering while consistently outperforming existing methods across static, view-dependent, and dynamic benchmarks, establishing Beta kernels as a scalable universal primitive for radiance field rendering. Our project website is available at https://rongliu-leo.github.io/universal-beta-splatting/.},
note = {arXiv:2510.03312 [cs.GR]},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Hans, Soham; Ustun, Volkan; Nye, Benjamin; Sterrett, James; Green, Matthew
Towards AI-Assisted Generation of Military Training Scenarios Miscellaneous
2025, (arXiv:2511.07690 [cs.AI]).
@misc{hans_towards_2025,
title = {Towards AI-Assisted Generation of Military Training Scenarios},
author = {Soham Hans and Volkan Ustun and Benjamin Nye and James Sterrett and Matthew Green},
url = {http://arxiv.org/abs/2511.07690},
doi = {10.48550/arXiv.2511.07690},
year = {2025},
date = {2025-11-01},
urldate = {2026-06-17},
publisher = {arXiv},
abstract = {Achieving expert-level performance in simulation-based training relies on the creation of complex, adaptable scenarios, a traditionally laborious and resource intensive process. Although prior research explored scenario generation for military training, pre-LLM AI tools struggled to generate sufficiently complex or adaptable scenarios. This paper introduces a multi-agent, multi-modal reasoning framework that leverages Large Language Models (LLMs) to generate critical training artifacts, such as Operations Orders (OPORDs). We structure our framework by decomposing scenario generation into a hierarchy of subproblems, and for each one, defining the role of the AI tool: (1) generating options for a human author to select from, (2) producing a candidate product for human approval or modification, or (3) generating textual artifacts fully automatically. Our framework employs specialized LLM-based agents to address distinct subproblems. Each agent receives input from preceding subproblem agents, integrating both text-based scenario details and visual information (e.g., map features, unit positions and applies specialized reasoning to produce appropriate outputs. Subsequent agents process these outputs sequentially, preserving logical consistency and ensuring accurate document generation. This multi-agent strategy overcomes the limitations of basic prompting or single-agent approaches when tackling such highly complex tasks. We validate our framework through a proof-of-concept that generates the scheme of maneuver and movement section of an OPORD while estimating map positions and movements as a precursor demonstrating its feasibility and accuracy. Our results demonstrate the potential of LLM-driven multi-agent systems to generate coherent, nuanced documents and adapt dynamically to changing conditions, advancing automation in scenario generation for military training.},
note = {arXiv:2511.07690 [cs.AI]},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Kwon, Deuksin; Shrestha, Kaleen; Han, Bin; Lee, Elena Hayoung; Lucas, Gale
Evaluating Behavioral Alignment in Conflict Dialogue: A Multi-Dimensional Comparison of LLM Agents and Humans Proceedings Article
In: Proceedings of the 2025 Conference on Empirical Methods in Natural Language Processing, pp. 16377–16391, Association for Computational Linguistics, Suzhou, China, 2025.
@inproceedings{kwon_evaluating_2025-1,
title = {Evaluating Behavioral Alignment in Conflict Dialogue: A Multi-Dimensional Comparison of LLM Agents and Humans},
author = {Deuksin Kwon and Kaleen Shrestha and Bin Han and Elena Hayoung Lee and Gale Lucas},
url = {https://aclanthology.org/2025.emnlp-main.828},
doi = {10.18653/v1/2025.emnlp-main.828},
year = {2025},
date = {2025-11-01},
urldate = {2026-06-12},
booktitle = {Proceedings of the 2025 Conference on Empirical Methods in Natural Language Processing},
pages = {16377–16391},
publisher = {Association for Computational Linguistics},
address = {Suzhou, China},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Gordon, Andrew S.
Automated Formalization of William Shakespeare’s Venus and Adonis Using Large Language Models Proceedings Article
In: 12th Annual Conference on Advances in Cognitive Systems, pp. 259–274, Atlanta, GA, 2025.
@inproceedings{gordon_automated_2025,
title = {Automated Formalization of William Shakespeare’s Venus and Adonis Using Large Language Models},
author = {Andrew S. Gordon},
url = {https://asgordon.github.io/publications/ACS2025.PDF},
year = {2025},
date = {2025-10-01},
booktitle = {12th Annual Conference on Advances in Cognitive Systems},
volume = {ACS-2025 (259-274)},
pages = {259–274},
address = {Atlanta, GA},
abstract = {Advances in large language models have created new opportunities for the translation of natural
language into formal representations for use in symbolic reasoning systems, particularly when the
formal vocabulary is well-specified with sufficient training examples. In this paper, we explore the
more challenging problem of automating the knowledge engineering task of authoring the formal
vocabulary itself, based on the representational needs of the input text. We describe a methodology
that incrementally builds a formal vocabulary of first-order predicate-argument definitions and constant terms by prompting a large language model and restricting its output generations to adhere to
tightly constrained formalisms. We evaluate this methodology in its application to a challenging literary text, William Shakespeare’s narrative poem “Venus and Adonis” (1593), with a focus on how
well new vocabulary is reused by the large language model in after it has been introduced. We then
investigate the semantic content of the generated formalisms by manually sorting the vocabulary
into a taxonomy of 48 foundational areas used in knowledge representation research. Our results
point to several challenges in fully-automated knowledge engineering pipelines, but also point to
new opportunities in using large language models to support axiomization of foundational theories.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
language into formal representations for use in symbolic reasoning systems, particularly when the
formal vocabulary is well-specified with sufficient training examples. In this paper, we explore the
more challenging problem of automating the knowledge engineering task of authoring the formal
vocabulary itself, based on the representational needs of the input text. We describe a methodology
that incrementally builds a formal vocabulary of first-order predicate-argument definitions and constant terms by prompting a large language model and restricting its output generations to adhere to
tightly constrained formalisms. We evaluate this methodology in its application to a challenging literary text, William Shakespeare’s narrative poem “Venus and Adonis” (1593), with a focus on how
well new vocabulary is reused by the large language model in after it has been introduced. We then
investigate the semantic content of the generated formalisms by manually sorting the vocabulary
into a taxonomy of 48 foundational areas used in knowledge representation research. Our results
point to several challenges in fully-automated knowledge engineering pipelines, but also point to
new opportunities in using large language models to support axiomization of foundational theories.
Wang, Yunzhe; Hans, Soham; Ustun, Volkan
X-Ego: Acquiring Team-Level Tactical Situational Awareness via Cross-Egocentric Contrastive Video Representation Learning Miscellaneous
2025, (arXiv:2510.19150 [cs.CV]).
@misc{wang_x-ego_2025,
title = {X-Ego: Acquiring Team-Level Tactical Situational Awareness via Cross-Egocentric Contrastive Video Representation Learning},
author = {Yunzhe Wang and Soham Hans and Volkan Ustun},
url = {http://arxiv.org/abs/2510.19150},
doi = {10.48550/arXiv.2510.19150},
year = {2025},
date = {2025-10-01},
urldate = {2026-05-29},
publisher = {arXiv},
abstract = {Human team tactics emerge from each player's individual perspective and their ability to anticipate, interpret, and adapt to teammates' intentions. While advances in video understanding have improved the modeling of team interactions in sports, most existing work relies on third-person broadcast views and overlooks the synchronous, egocentric nature of multi-agent learning. We introduce X-Ego-CS, a benchmark dataset consisting of 124 hours of gameplay footage from 45 professional-level matches of the popular e-sports game Counter-Strike 2, designed to facilitate research on multi-agent decision-making in complex 3D environments. X-Ego-CS provides cross-egocentric video streams that synchronously capture all players' first-person perspectives along with state-action trajectories. Building on this resource, we propose Cross-Ego Contrastive Learning (CECL), which aligns teammates' egocentric visual streams to foster team-level tactical situational awareness from an individual's perspective. We evaluate CECL on a teammate-opponent location prediction task, demonstrating its effectiveness in enhancing an agent's ability to infer both teammate and opponent positions from a single first-person view using state-of-the-art video encoders. Together, X-Ego-CS and CECL establish a foundation for cross-egocentric multi-agent benchmarking in esports. More broadly, our work positions gameplay understanding as a testbed for multi-agent modeling and tactical learning, with implications for spatiotemporal reasoning and human-AI teaming in both virtual and real-world domains. Code and dataset are available at https://github.com/HATS-ICT/x-ego.},
note = {arXiv:2510.19150 [cs.CV]},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Han, Bin; Hoegen, Jessie; Lei, Su; Lucas, Gale; Shore, Danielle; Parkinson, Brian; Gratch, Jonathan
How Expression, Context and Perspective Determine Judgments of Emotion Journal Article
In: IEEE Trans. Affective Comput., pp. 1–12, 2025, ISSN: 1949-3045, 2371-9850.
@article{han_how_2025,
title = {How Expression, Context and Perspective Determine Judgments of Emotion},
author = {Bin Han and Jessie Hoegen and Su Lei and Gale Lucas and Danielle Shore and Brian Parkinson and Jonathan Gratch},
url = {https://ieeexplore.ieee.org/document/11194717/},
doi = {10.1109/TAFFC.2025.3618588},
issn = {1949-3045, 2371-9850},
year = {2025},
date = {2025-10-01},
urldate = {2025-10-16},
journal = {IEEE Trans. Affective Comput.},
pages = {1–12},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Rizk, Basem; Walsh, Joel; Core, Mark; Nye, Benjamin
From Videos to Indexed Knowledge Graphs – Framework to Marry Methods for Multimodal Content Analysis and Understanding Miscellaneous
2025, (arXiv:2510.01513 [cs]).
@misc{rizk_videos_2025,
title = {From Videos to Indexed Knowledge Graphs – Framework to Marry Methods for Multimodal Content Analysis and Understanding},
author = {Basem Rizk and Joel Walsh and Mark Core and Benjamin Nye},
url = {http://arxiv.org/abs/2510.01513},
doi = {10.48550/arXiv.2510.01513},
year = {2025},
date = {2025-10-01},
urldate = {2025-10-16},
publisher = {arXiv},
abstract = {Analysis of multi-modal content can be tricky, computationally expensive, and require a significant amount of engineering efforts. Lots of work with pre-trained models on static data is out there, yet fusing these opensource models and methods with complex data such as videos is relatively challenging. In this paper, we present a framework that enables efficiently prototyping pipelines for multi-modal content analysis. We craft a candidate recipe for a pipeline, marrying a set of pre-trained models, to convert videos into a temporal semi-structured data format. We translate this structure further to a frame-level indexed knowledge graph representation that is query-able and supports continual learning, enabling the dynamic incorporation of new domain-specific knowledge through an interactive medium.},
note = {arXiv:2510.01513 [cs]},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Charnsethikul, Pithayuth; Zunquti, Almajd; Lucas, Gale; Mirkovic, Jelena
Navigating Social Media Privacy: Awareness, Preferences, and Discoverability Journal Article
In: PoPETs, vol. 2025, no. 4, pp. 620–638, 2025, ISSN: 2299-0984.
@article{charnsethikul_navigating_2025,
title = {Navigating Social Media Privacy: Awareness, Preferences, and Discoverability},
author = {Pithayuth Charnsethikul and Almajd Zunquti and Gale Lucas and Jelena Mirkovic},
url = {https://petsymposium.org/popets/2025/popets-2025-0148.php},
doi = {10.56553/popets-2025-0148},
issn = {2299-0984},
year = {2025},
date = {2025-10-01},
urldate = {2025-08-19},
journal = {PoPETs},
volume = {2025},
number = {4},
pages = {620–638},
abstract = {Social media platforms provide various privacy settings, which users can adjust to fit their privacy needs. Platforms claim that this is sufficient – users have power to accept the default settings they like, and change those they do not like. In this paper, we seek to quantify user awareness of, preferences around and ability to adjust social media privacy settings. We conduct an online survey of 541 participants across six different social media platforms: Facebook, Instagram, X, LinkedIn, TikTok, and Snapchat. We focus on nine privacy settings that are commonly available across these platforms, and evaluate participants’ preferences for privacy, awareness of the privacy settings and ability to locate them. We find that default settings are ill-aligned with user preferences – 92% of participants prefer at least one of the privacy options to be more private than the default. We further find that users are generally not aware of privacy settings, and struggle to find them. 80% of participants have never seen at least one privacy setting, and 79% of participants rated at least one setting as hard to find. We also find that the fewer privacy settings a user has seen, the harder for them to locate those settings, and the higher the level of privacy they desire. Additionally, we find that there are significant differences in privacy setting preferences and usability across different user age groups and across platforms. Older users are more conservative about their privacy, they have seen significantly fewer privacy settings, and they spend significantly more time locating them than younger users. On some platforms, like LinkedIn, users opt for higher visibility, while on others they prefer more privacy. Some platforms, like TikTok, make it significantly easier for users to locate privacy settings. Based on our findings, we provide recommendations on default values and how to improve usability of privacy settings on social media.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Wang, Yunzhe; Ustun, Volkan; McGroarty, Chris
A Data-Driven Discretized CS:GO Simulation Environment to Facilitate Strategic Multi-Agent Planning Research Miscellaneous
2025, (arXiv:2509.06355 [cs.AI]).
@misc{wang_data-driven_2025-1,
title = {A Data-Driven Discretized CS:GO Simulation Environment to Facilitate Strategic Multi-Agent Planning Research},
author = {Yunzhe Wang and Volkan Ustun and Chris McGroarty},
url = {http://arxiv.org/abs/2509.06355},
doi = {10.48550/arXiv.2509.06355},
year = {2025},
date = {2025-09-01},
urldate = {2026-06-22},
publisher = {arXiv},
abstract = {Modern simulation environments for complex multi-agent interactions must balance high-fidelity detail with computational efficiency. We present DECOY, a novel multi-agent simulator that abstracts strategic, long-horizon planning in 3D terrains into high-level discretized simulation while preserving low-level environmental fidelity. Using Counter-Strike: Global Offensive (CS:GO) as a testbed, our framework accurately simulates gameplay using only movement decisions as tactical positioning – without explicitly modeling low-level mechanics such as aiming and shooting. Central to our approach is a waypoint system that simplifies and discretizes continuous states and actions, paired with neural predictive and generative models trained on real CS:GO tournament data to reconstruct event outcomes. Extensive evaluations show that replays generated from human data in DECOY closely match those observed in the original game. Our publicly available simulation environment provides a valuable tool for advancing research in strategic multi-agent planning and behavior generation.},
note = {arXiv:2509.06355 [cs.AI]},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Gebhard, Patrick; Schneeberger, Tanja; Biancardi, Beatrice; Sabouret, Nicolas; Schmitz, Michael; Yumak, Zerrin (Ed.)
Multi-Platform Intelligent Agents with the Virtual Human Toolkit Proceedings Article
In: Gebhard, Patrick; Schneeberger, Tanja; Biancardi, Beatrice; Sabouret, Nicolas; Schmitz, Michael; Yumak, Zerrin (Ed.): Proceedings of the 25th ACM International Conference on Intelligent Virtual Agents, ACM, Berlin Germany, 2025, ISBN: 979-8-4007-1508-2.
@inproceedings{gebhard_multi-platform_2025,
title = {Multi-Platform Intelligent Agents with the Virtual Human Toolkit},
editor = {Patrick Gebhard and Tanja Schneeberger and Beatrice Biancardi and Nicolas Sabouret and Michael Schmitz and Zerrin Yumak},
isbn = {979-8-4007-1508-2},
year = {2025},
date = {2025-09-01},
booktitle = {Proceedings of the 25th ACM International Conference on Intelligent Virtual Agents},
publisher = {ACM},
address = {Berlin Germany},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rodrigues, Patrick Borges; Lucas, Gale M.; Fang, Yiyang; Wang, Zihao; Roll, Shawn C.; Becerik-Gerber, Burcin; Soibelman, Lucio
Understanding Operators’ Sensory Needs for Human–Robot Interaction in Teleoperated Demolition Journal Article
In: J. Constr. Eng. Manage., vol. 151, no. 12, pp. 04025207, 2025, ISSN: 0733-9364, 1943-7862.
@article{rodrigues_understanding_2025,
title = {Understanding Operators’ Sensory Needs for Human–Robot Interaction in Teleoperated Demolition},
author = {Patrick Borges Rodrigues and Gale M. Lucas and Yiyang Fang and Zihao Wang and Shawn C. Roll and Burcin Becerik-Gerber and Lucio Soibelman},
url = {https://ascelibrary.org/doi/10.1061/JCEMD4.COENG-16911},
doi = {10.1061/JCEMD4.COENG-16911},
issn = {0733-9364, 1943-7862},
year = {2025},
date = {2025-09-01},
urldate = {2025-10-16},
journal = {J. Constr. Eng. Manage.},
volume = {151},
number = {12},
pages = {04025207},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Kwon, Deuksin; Shrestha, Kaleen; Han, Bin; Lee, Elena Hayoung; Lucas, Gale
Evaluating Behavioral Alignment in Conflict Dialogue: A Multi-Dimensional Comparison of LLM Agents and Humans Miscellaneous
2025, (arXiv:2509.16394 [cs]).
@misc{kwon_evaluating_2025,
title = {Evaluating Behavioral Alignment in Conflict Dialogue: A Multi-Dimensional Comparison of LLM Agents and Humans},
author = {Deuksin Kwon and Kaleen Shrestha and Bin Han and Elena Hayoung Lee and Gale Lucas},
url = {http://arxiv.org/abs/2509.16394},
doi = {10.48550/arXiv.2509.16394},
year = {2025},
date = {2025-09-01},
urldate = {2025-09-25},
publisher = {arXiv},
abstract = {Large Language Models (LLMs) are increasingly deployed in socially complex, interaction-driven tasks, yet their ability to mirror human behavior in emotionally and strategically complex contexts remains underexplored. This study assesses the behavioral alignment of personality-prompted LLMs in adversarial dispute resolution by simulating multi-turn conflict dialogues that incorporate negotiation. Each LLM is guided by a matched Five-Factor personality profile to control for individual variation and enhance realism. We evaluate alignment across three dimensions: linguistic style, emotional expression (e.g., anger dynamics), and strategic behavior. GPT-4.1 achieves the closest alignment with humans in linguistic style and emotional dynamics, while Claude-3.7-Sonnet best reflects strategic behavior. Nonetheless, substantial alignment gaps persist. Our findings establish a benchmark for alignment between LLMs and humans in socially complex interactions, underscoring both the promise and the limitations of personality conditioning in dialogue modeling.},
note = {arXiv:2509.16394 [cs]},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Wang, Yunzhe; Lucas, Gale M.; Becerik-Gerber, Burcin; Ustun, Volkan
Implicit Behavioral Alignment of Language Agents in High-Stakes Crowd Simulations Miscellaneous
2025, (arXiv:2509.16457 [cs]).
@misc{wang_implicit_2025,
title = {Implicit Behavioral Alignment of Language Agents in High-Stakes Crowd Simulations},
author = {Yunzhe Wang and Gale M. Lucas and Burcin Becerik-Gerber and Volkan Ustun},
url = {http://arxiv.org/abs/2509.16457},
doi = {10.48550/arXiv.2509.16457},
year = {2025},
date = {2025-09-01},
urldate = {2025-09-25},
publisher = {arXiv},
abstract = {Language-driven generative agents have enabled large-scale social simulations with transformative uses, from interpersonal training to aiding global policy-making. However, recent studies indicate that generative agent behaviors often deviate from expert expectations and real-world data–a phenomenon we term the Behavior-Realism Gap. To address this, we introduce a theoretical framework called Persona-Environment Behavioral Alignment (PEBA), formulated as a distribution matching problem grounded in Lewin's behavior equation stating that behavior is a function of the person and their environment. Leveraging PEBA, we propose PersonaEvolve (PEvo), an LLM-based optimization algorithm that iteratively refines agent personas, implicitly aligning their collective behaviors with realistic expert benchmarks within a specified environmental context. We validate PEvo in an active shooter incident simulation we developed, achieving an 84% average reduction in distributional divergence compared to no steering and a 34% improvement over explicit instruction baselines. Results also show PEvo-refined personas generalize to novel, related simulation scenarios. Our method greatly enhances behavioral realism and reliability in high-stakes social simulations. More broadly, the PEBA-PEvo framework provides a principled approach to developing trustworthy LLM-driven social simulations.},
note = {arXiv:2509.16457 [cs]},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Filter
2026
Cai, Yunxuan; Xiang, Sitao; Li, Zongjian; Chen, Haiwei; Zhao, Yajie
Bringing Diversity from Diffusion Models to Semantic-Guided Face Asset Generation Journal Article
In: ACM Trans. Graph., vol. 45, no. 3, pp. 1–19, 2026, ISSN: 0730-0301, 1557-7368.
Abstract | Links | BibTeX | Tags: ARL, DTIC, Graphics, UARC, VGL
@article{cai_bringing_2026,
title = {Bringing Diversity from Diffusion Models to Semantic-Guided Face Asset Generation},
author = {Yunxuan Cai and Sitao Xiang and Zongjian Li and Haiwei Chen and Yajie Zhao},
url = {https://dl.acm.org/doi/10.1145/3793859},
doi = {10.1145/3793859},
issn = {0730-0301, 1557-7368},
year = {2026},
date = {2026-06-01},
urldate = {2026-05-21},
journal = {ACM Trans. Graph.},
volume = {45},
number = {3},
pages = {1–19},
abstract = {High-quality 3D face asset creation remains costly due to reliance on controlled capture setups and manual processing, limiting scalability and diversity. We introduce a fully automated, semantically controllable framework for generating PBR-ready 3D facial assets without requiring dedicated scans. Our pipeline begins with a diffusion-based data synthesis stage, where 2D portrait samples from a pre-trained diffusion model are converted into 44K textured 3D face reconstructions via our proposed geometry recovery and texture normalization algorithm, which aligns arbitrarily shaded outputs into clean albedo space. Using this dataset, we train a disentangled adversarial generator that maps semantic attributes (age, gender, ethnicity) to UV-space geometry and albedo, enabling both direct sampling and continuous latent editing while preserving identity. A refinement stage further produces PBR materials and secondary assets (eyeballs, teeth, gums). The resulting system supports controllable face generation and post-editing in real time and exports directly to standard rendering and animation pipelines. We evaluate each component extensively and provide a web-based interactive interface to showcase practical deployment.},
keywords = {ARL, DTIC, Graphics, UARC, VGL},
pubstate = {published},
tppubtype = {article}
}
Hans, Soham; Wang, Yunzhe; Ustun, Volkan
Egocentric Team AI: Enabling Tactical Reasoning from the Operator’s View Journal Article
In: AAAI-SS, vol. 8, no. 1, pp. 45–49, 2026, ISSN: 2994-4317.
Abstract | Links | BibTeX | Tags: CogArch, DTIC, UARC
@article{hans_egocentric_2026,
title = {Egocentric Team AI: Enabling Tactical Reasoning from the Operator’s View},
author = {Soham Hans and Yunzhe Wang and Volkan Ustun},
url = {https://ojs.aaai.org/index.php/AAAI-SS/article/view/42516},
doi = {10.1609/aaaiss.v8i1.42516},
issn = {2994-4317},
year = {2026},
date = {2026-05-01},
urldate = {2026-06-16},
journal = {AAAI-SS},
volume = {8},
number = {1},
pages = {45–49},
abstract = {The future of human–AI integration in high-stakes environments—ranging from defense operations to emergency response—requires AI systems that function as intuitive teammates rather than isolated tools. Yet a persistent perspective gap remains: video understanding models rely on third-person, broadcast-style views, while multi-agent reinforcement learning (MARL) systems operate on egocentric inputs but often depend on centralized critics during training, reducing the need for decentralized policies to internalize team-centric structure. As a result, agents may optimize behavior without learning policy-level representations of the tactical picture grounded in their own observations. To address this gap, we propose Egocentric Team AI, a research direction centered on learning implicit, distributed Common Operating Pictures from first-person views. Building on our prior work with the X-Ego-CS dataset and Cross-Ego Contrastive Learning (CECL), we outline how cross-egocentric representation alignment can be extended from passive video understanding to active multi-agent control. Specifically, we propose integrating cross-ego contrastive objectives into MARL within a multi-agent Doom-based environment as a testbed for decentralized, team-aware policy learning. By positioning cross-egocentric alignment as an inductive bias for decentralized coordination, this work charts a path toward embodied systems capable of adaptive cooperation without explicit communication.},
keywords = {CogArch, DTIC, UARC},
pubstate = {published},
tppubtype = {article}
}
Wang, Yunzhe; Xu, Runhui; Zheng, Kexin; Zhang, Tianyi; Kogundi, Jayavibhav Niranjan; Hans, Soham; Ustun, Volkan
GameplayQA: A Benchmarking Framework for Decision-Dense POV-Synced Multi-Video Understanding of 3D Virtual Agents Miscellaneous
2026, (arXiv:2603.24329 [cs.CL]).
Abstract | Links | BibTeX | Tags: AI, DTIC, LLM, UARC, Virtual Agents
@misc{wang_gameplayqa_2026,
title = {GameplayQA: A Benchmarking Framework for Decision-Dense POV-Synced Multi-Video Understanding of 3D Virtual Agents},
author = {Yunzhe Wang and Runhui Xu and Kexin Zheng and Tianyi Zhang and Jayavibhav Niranjan Kogundi and Soham Hans and Volkan Ustun},
url = {http://arxiv.org/abs/2603.24329},
doi = {10.48550/arXiv.2603.24329},
year = {2026},
date = {2026-04-01},
urldate = {2026-06-18},
publisher = {arXiv},
abstract = {Multimodal LLMs are increasingly deployed as perceptual backbones for autonomous agents in 3D environments, from robotics to virtual worlds. These applications require agents to perceive rapid state changes, attribute actions to the correct entities, and reason about concurrent multi-agent behaviors from a first-person perspective, capabilities that existing benchmarks do not adequately evaluate. We introduce GameplayQA, a framework for evaluating agentic-centric perception and reasoning through video understanding. Specifically, we densely annotate multiplayer 3D gameplay videos at 1.22 labels/second, with time-synced, concurrent captions of states, actions, and events structured around a triadic system of Self, Other Agents, and the World, a natural decomposition for multi-agent environments. From these annotations, we refined 2.4K diagnostic QA pairs organized into three levels of cognitive complexity, accompanied by a structured distractor taxonomy that enables fine-grained analysis of where models hallucinate. Evaluation of frontier MLLMs reveals a substantial gap from human performance, with common failures in temporal and cross-video grounding, agent-role attribution, and handling the decision density of the game. We hope GameplayQA stimulates future research at the intersection of embodied AI, agentic perception, and world modeling.},
note = {arXiv:2603.24329 [cs.CL]},
keywords = {AI, DTIC, LLM, UARC, Virtual Agents},
pubstate = {published},
tppubtype = {misc}
}
Zhang, Tianyi; Traum, David
Rethinking Evaluation in Retrieval-Augmented Personalized Dialogue: A Cognitive and Linguistic Perspective Miscellaneous
2026, (arXiv:2603.14217 [cs.CL]).
Abstract | Links | BibTeX | Tags: ARO, Dialogue, DTIC, Natural Language, UARC
@misc{zhang_rethinking_2026,
title = {Rethinking Evaluation in Retrieval-Augmented Personalized Dialogue: A Cognitive and Linguistic Perspective},
author = {Tianyi Zhang and David Traum},
url = {http://arxiv.org/abs/2603.14217},
doi = {10.48550/arXiv.2603.14217},
year = {2026},
date = {2026-03-01},
urldate = {2026-06-18},
publisher = {arXiv},
abstract = {In cognitive science and linguistic theory, dialogue is not seen as a chain of independent utterances but rather as a joint activity sustained by coherence, consistency, and shared understanding. However, many systems for open-domain and personalized dialogue use surface-level similarity metrics (e.g., BLEU, ROUGE, F1) as one of their main reporting measures, which fail to capture these deeper aspects of conversational quality. We re-examine a notable retrieval-augmented framework for personalized dialogue, LAPDOG, as a case study for evaluation methodology. Using both human and LLM-based judges, we identify limitations in current evaluation practices, including corrupted dialogue histories, contradictions between retrieved stories and persona, and incoherent response generation. Our results show that human and LLM judgments align closely but diverge from lexical similarity metrics, underscoring the need for cognitively grounded evaluation methods. Broadly, this work charts a path toward more reliable assessment frameworks for retrieval-augmented dialogue systems that better reflect the principles of natural human communication.},
note = {arXiv:2603.14217 [cs.CL]},
keywords = {ARO, Dialogue, DTIC, Natural Language, UARC},
pubstate = {published},
tppubtype = {misc}
}
Chaubey, Ashutosh; Guan, Xulang; Soleymani, Mohammad
Face-LLaVA: Facial Expression and Attribute Understanding through Instruction Tuning Proceedings Article
In: Proceedings of the IEEE/CVF Winter Conference on Applications of Computer Vision, pp. 2648–2660, 2026.
Abstract | BibTeX | Tags: ARO, DTIC, LLM, Natural Language, UARC
@inproceedings{chaubey_face-llava_2026,
title = {Face-LLaVA: Facial Expression and Attribute Understanding through Instruction Tuning},
author = {Ashutosh Chaubey and Xulang Guan and Mohammad Soleymani},
year = {2026},
date = {2026-03-01},
booktitle = {Proceedings of the IEEE/CVF Winter Conference on Applications of Computer Vision},
pages = {2648–2660},
abstract = {The human face plays a central role in social communication, necessitating the use of performant computer vision tools for human-centered applications. We propose Face-LLaVA, a multimodal large language model for face-centered, in-context learning, including facial expression and attribute recognition. Additionally, Face-LLaVA is able to generate natural language descriptions that can be used for reasoning. Leveraging existing visual databases, we first developed FaceInstruct-1M, a face-centered database for instruction tuning MLLMs for face processing. We then developed a novel face-specific visual encoder powered by Face-Region Guided Cross-Attention that integrates face geometry with local visual features. We evaluated the proposed method across nine different datasets and five different face processing tasks, including facial expression recognition, action unit detection, facial attribute detection, age estimation and deepfake detection. Face-LLaVA achieves superior results compared to existing open-source MLLMs and competitive performance compared to commercial solutions. Our model output also receives a higher reasoning rating by GPT under a zero-shot setting across all the tasks. Both our dataset and model will be made public to support future advancements in social AI and foundational vision-language research.},
keywords = {ARO, DTIC, LLM, Natural Language, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Jin, Zhangyu; Feng, Andrew; Chemburkar, Ankur; Melo, Celso M. De
PromptGAR: Flexible Promptive Group Activity Recognition Proceedings Article
In: Proceedings of the IEEE/CVF Winter Conference on Applications of Computer Vision, pp. 4461–4471, 2026.
Abstract | Links | BibTeX | Tags: ARO, DTIC
@inproceedings{jin_promptgar_2026,
title = {PromptGAR: Flexible Promptive Group Activity Recognition},
author = {Zhangyu Jin and Andrew Feng and Ankur Chemburkar and Celso M. De Melo},
url = {https://openaccess.thecvf.com/content/WACV2026/papers/Jin_PromptGAR_Flexible_Promptive_Group_Activity_Recognition_WACV_2026_paper.pdf},
year = {2026},
date = {2026-03-01},
booktitle = {Proceedings of the IEEE/CVF Winter Conference on Applications of Computer Vision},
pages = {4461–4471},
abstract = {We present PromptGAR, a novel framework for Group Activity Recognition (GAR) that offering both input flexibility and high recognition accuracy. The existing approaches suffer from limited real-world applicability due to their reliance on full prompt annotations, fixed number of frames and instances, and the lack of actor consistency. To bridge the gap, we proposed PromptGAR, which is the first GAR model to provide input flexibility across prompts, frames, and instances without the need for retraining. We leverage diverse visual prompts–like bounding boxes, skeletal keypoints, and instance identities–by unifying them as point prompts. A recognition decoder then cross-updates class and prompt tokens for enhanced performance. To ensure actor consistency for extended activity durations, we also introduce a relative instance attention mechanism that directly encodes instance identities. Comprehensive evaluations demonstrate that PromptGAR achieves competitive performances both on full prompts and partial prompt inputs, establishing its effectiveness on input flexibility and generalization ability for real-world applications.},
keywords = {ARO, DTIC},
pubstate = {published},
tppubtype = {inproceedings}
}
Kwon, Deuksin; Shrestha, Kaleen; Han, Bin; Lin, Spencer; Hale, James; Gratch, Jonathan; Matarić, Maja; Lucas, Gale M.
Can LLMs Truly Embody Human Personality? Analyzing AI and Human Behavior Alignment in Dispute Resolution Miscellaneous
2026, (arXiv:2602.07414 [cs.AI]).
Abstract | Links | BibTeX | Tags: ARO, DTIC, LLM, Simulation, UARC
@misc{kwon_can_2026,
title = {Can LLMs Truly Embody Human Personality? Analyzing AI and Human Behavior Alignment in Dispute Resolution},
author = {Deuksin Kwon and Kaleen Shrestha and Bin Han and Spencer Lin and James Hale and Jonathan Gratch and Maja Matarić and Gale M. Lucas},
url = {http://arxiv.org/abs/2602.07414},
doi = {10.48550/arXiv.2602.07414},
year = {2026},
date = {2026-02-01},
urldate = {2026-06-18},
publisher = {arXiv},
abstract = {Large language models (LLMs) are increasingly used to simulate human behavior in social settings such as legal mediation, negotiation, and dispute resolution. However, it remains unclear whether these simulations reproduce the personality-behavior patterns observed in humans. Human personality, for instance, shapes how individuals navigate social interactions, including strategic choices and behaviors in emotionally charged interactions. This raises the question: Can LLMs, when prompted with personality traits, reproduce personality-driven differences in human conflict behavior? To explore this, we introduce an evaluation framework that enables direct comparison of human-human and LLM-LLM behaviors in dispute resolution dialogues with respect to Big Five Inventory (BFI) personality traits. This framework provides a set of interpretable metrics related to strategic behavior and conflict outcomes. We additionally contribute a novel dataset creation methodology for LLM dispute resolution dialogues with matched scenarios and personality traits with respect to human conversations. Finally, we demonstrate the use of our evaluation framework with three contemporary closed-source LLMs and show significant divergences in how personality manifests in conflict across different LLMs compared to human data, challenging the assumption that personality-prompted agents can serve as reliable behavioral proxies in socially impactful applications. Our work highlights the need for psychological grounding and validation in AI simulations before real-world use.},
note = {arXiv:2602.07414 [cs.AI]},
keywords = {ARO, DTIC, LLM, Simulation, UARC},
pubstate = {published},
tppubtype = {misc}
}
Liu, Rong; Gao, Zhongpai; Planche, Benjamin; Chen, Meida; Nguyen, Van Nguyen; Zheng, Meng; Choudhuri, Anwesa; Chen, Terrence; Wang, Yue; Feng, Andrew; Wu, Ziyan
Universal Beta Splatting Miscellaneous
2026, (arXiv:2510.03312 [cs.GR]).
Abstract | Links | BibTeX | Tags: DTIC, Graphics, UARC
@misc{liu_universal_2026,
title = {Universal Beta Splatting},
author = {Rong Liu and Zhongpai Gao and Benjamin Planche and Meida Chen and Van Nguyen Nguyen and Meng Zheng and Anwesa Choudhuri and Terrence Chen and Yue Wang and Andrew Feng and Ziyan Wu},
url = {http://arxiv.org/abs/2510.03312},
doi = {10.48550/arXiv.2510.03312},
year = {2026},
date = {2026-02-01},
urldate = {2026-05-29},
publisher = {arXiv},
abstract = {We introduce Universal Beta Splatting (UBS), a unified framework that generalizes 3D Gaussian Splatting to N-dimensional anisotropic Beta kernels for explicit radiance field rendering. Unlike fixed Gaussian primitives, Beta kernels enable controllable dependency modeling across spatial, angular, and temporal dimensions within a single representation. Our unified approach captures complex light transport effects, handles anisotropic view-dependent appearance, and models scene dynamics without requiring auxiliary networks or specific color encodings. UBS maintains backward compatibility by approximating to Gaussian Splatting as a special case, guaranteeing plug-in usability and lower performance bounds. The learned Beta parameters naturally decompose scene properties into interpretable without explicit supervision: spatial (surface vs. texture), angular (diffuse vs. specular), and temporal (static vs. dynamic). Our CUDA-accelerated implementation achieves real-time rendering while consistently outperforming existing methods across static, view-dependent, and dynamic benchmarks, establishing Beta kernels as a scalable universal primitive for radiance field rendering. Our project website is available at https://rongliu-leo.github.io/universal-beta-splatting/.},
note = {arXiv:2510.03312 [cs.GR]},
keywords = {DTIC, Graphics, UARC},
pubstate = {published},
tppubtype = {misc}
}
2025
Hans, Soham; Ustun, Volkan; Nye, Benjamin; Sterrett, James; Green, Matthew
Towards AI-Assisted Generation of Military Training Scenarios Miscellaneous
2025, (arXiv:2511.07690 [cs.AI]).
Abstract | Links | BibTeX | Tags: AI, DTIC, Learning Sciences, LLM, UARC
@misc{hans_towards_2025,
title = {Towards AI-Assisted Generation of Military Training Scenarios},
author = {Soham Hans and Volkan Ustun and Benjamin Nye and James Sterrett and Matthew Green},
url = {http://arxiv.org/abs/2511.07690},
doi = {10.48550/arXiv.2511.07690},
year = {2025},
date = {2025-11-01},
urldate = {2026-06-17},
publisher = {arXiv},
abstract = {Achieving expert-level performance in simulation-based training relies on the creation of complex, adaptable scenarios, a traditionally laborious and resource intensive process. Although prior research explored scenario generation for military training, pre-LLM AI tools struggled to generate sufficiently complex or adaptable scenarios. This paper introduces a multi-agent, multi-modal reasoning framework that leverages Large Language Models (LLMs) to generate critical training artifacts, such as Operations Orders (OPORDs). We structure our framework by decomposing scenario generation into a hierarchy of subproblems, and for each one, defining the role of the AI tool: (1) generating options for a human author to select from, (2) producing a candidate product for human approval or modification, or (3) generating textual artifacts fully automatically. Our framework employs specialized LLM-based agents to address distinct subproblems. Each agent receives input from preceding subproblem agents, integrating both text-based scenario details and visual information (e.g., map features, unit positions and applies specialized reasoning to produce appropriate outputs. Subsequent agents process these outputs sequentially, preserving logical consistency and ensuring accurate document generation. This multi-agent strategy overcomes the limitations of basic prompting or single-agent approaches when tackling such highly complex tasks. We validate our framework through a proof-of-concept that generates the scheme of maneuver and movement section of an OPORD while estimating map positions and movements as a precursor demonstrating its feasibility and accuracy. Our results demonstrate the potential of LLM-driven multi-agent systems to generate coherent, nuanced documents and adapt dynamically to changing conditions, advancing automation in scenario generation for military training.},
note = {arXiv:2511.07690 [cs.AI]},
keywords = {AI, DTIC, Learning Sciences, LLM, UARC},
pubstate = {published},
tppubtype = {misc}
}
Kwon, Deuksin; Shrestha, Kaleen; Han, Bin; Lee, Elena Hayoung; Lucas, Gale
Evaluating Behavioral Alignment in Conflict Dialogue: A Multi-Dimensional Comparison of LLM Agents and Humans Proceedings Article
In: Proceedings of the 2025 Conference on Empirical Methods in Natural Language Processing, pp. 16377–16391, Association for Computational Linguistics, Suzhou, China, 2025.
Links | BibTeX | Tags: AI, DTIC, LLM, UARC
@inproceedings{kwon_evaluating_2025-1,
title = {Evaluating Behavioral Alignment in Conflict Dialogue: A Multi-Dimensional Comparison of LLM Agents and Humans},
author = {Deuksin Kwon and Kaleen Shrestha and Bin Han and Elena Hayoung Lee and Gale Lucas},
url = {https://aclanthology.org/2025.emnlp-main.828},
doi = {10.18653/v1/2025.emnlp-main.828},
year = {2025},
date = {2025-11-01},
urldate = {2026-06-12},
booktitle = {Proceedings of the 2025 Conference on Empirical Methods in Natural Language Processing},
pages = {16377–16391},
publisher = {Association for Computational Linguistics},
address = {Suzhou, China},
keywords = {AI, DTIC, LLM, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Gordon, Andrew S.
Automated Formalization of William Shakespeare’s Venus and Adonis Using Large Language Models Proceedings Article
In: 12th Annual Conference on Advances in Cognitive Systems, pp. 259–274, Atlanta, GA, 2025.
Abstract | Links | BibTeX | Tags: ARO, Cognitive Architecture, DTIC, LLM, UARC
@inproceedings{gordon_automated_2025,
title = {Automated Formalization of William Shakespeare’s Venus and Adonis Using Large Language Models},
author = {Andrew S. Gordon},
url = {https://asgordon.github.io/publications/ACS2025.PDF},
year = {2025},
date = {2025-10-01},
booktitle = {12th Annual Conference on Advances in Cognitive Systems},
volume = {ACS-2025 (259-274)},
pages = {259–274},
address = {Atlanta, GA},
abstract = {Advances in large language models have created new opportunities for the translation of natural
language into formal representations for use in symbolic reasoning systems, particularly when the
formal vocabulary is well-specified with sufficient training examples. In this paper, we explore the
more challenging problem of automating the knowledge engineering task of authoring the formal
vocabulary itself, based on the representational needs of the input text. We describe a methodology
that incrementally builds a formal vocabulary of first-order predicate-argument definitions and constant terms by prompting a large language model and restricting its output generations to adhere to
tightly constrained formalisms. We evaluate this methodology in its application to a challenging literary text, William Shakespeare’s narrative poem “Venus and Adonis” (1593), with a focus on how
well new vocabulary is reused by the large language model in after it has been introduced. We then
investigate the semantic content of the generated formalisms by manually sorting the vocabulary
into a taxonomy of 48 foundational areas used in knowledge representation research. Our results
point to several challenges in fully-automated knowledge engineering pipelines, but also point to
new opportunities in using large language models to support axiomization of foundational theories.},
keywords = {ARO, Cognitive Architecture, DTIC, LLM, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
language into formal representations for use in symbolic reasoning systems, particularly when the
formal vocabulary is well-specified with sufficient training examples. In this paper, we explore the
more challenging problem of automating the knowledge engineering task of authoring the formal
vocabulary itself, based on the representational needs of the input text. We describe a methodology
that incrementally builds a formal vocabulary of first-order predicate-argument definitions and constant terms by prompting a large language model and restricting its output generations to adhere to
tightly constrained formalisms. We evaluate this methodology in its application to a challenging literary text, William Shakespeare’s narrative poem “Venus and Adonis” (1593), with a focus on how
well new vocabulary is reused by the large language model in after it has been introduced. We then
investigate the semantic content of the generated formalisms by manually sorting the vocabulary
into a taxonomy of 48 foundational areas used in knowledge representation research. Our results
point to several challenges in fully-automated knowledge engineering pipelines, but also point to
new opportunities in using large language models to support axiomization of foundational theories.
Wang, Yunzhe; Hans, Soham; Ustun, Volkan
X-Ego: Acquiring Team-Level Tactical Situational Awareness via Cross-Egocentric Contrastive Video Representation Learning Miscellaneous
2025, (arXiv:2510.19150 [cs.CV]).
Abstract | Links | BibTeX | Tags: Cognitive Architecture, DTIC, UARC
@misc{wang_x-ego_2025,
title = {X-Ego: Acquiring Team-Level Tactical Situational Awareness via Cross-Egocentric Contrastive Video Representation Learning},
author = {Yunzhe Wang and Soham Hans and Volkan Ustun},
url = {http://arxiv.org/abs/2510.19150},
doi = {10.48550/arXiv.2510.19150},
year = {2025},
date = {2025-10-01},
urldate = {2026-05-29},
publisher = {arXiv},
abstract = {Human team tactics emerge from each player's individual perspective and their ability to anticipate, interpret, and adapt to teammates' intentions. While advances in video understanding have improved the modeling of team interactions in sports, most existing work relies on third-person broadcast views and overlooks the synchronous, egocentric nature of multi-agent learning. We introduce X-Ego-CS, a benchmark dataset consisting of 124 hours of gameplay footage from 45 professional-level matches of the popular e-sports game Counter-Strike 2, designed to facilitate research on multi-agent decision-making in complex 3D environments. X-Ego-CS provides cross-egocentric video streams that synchronously capture all players' first-person perspectives along with state-action trajectories. Building on this resource, we propose Cross-Ego Contrastive Learning (CECL), which aligns teammates' egocentric visual streams to foster team-level tactical situational awareness from an individual's perspective. We evaluate CECL on a teammate-opponent location prediction task, demonstrating its effectiveness in enhancing an agent's ability to infer both teammate and opponent positions from a single first-person view using state-of-the-art video encoders. Together, X-Ego-CS and CECL establish a foundation for cross-egocentric multi-agent benchmarking in esports. More broadly, our work positions gameplay understanding as a testbed for multi-agent modeling and tactical learning, with implications for spatiotemporal reasoning and human-AI teaming in both virtual and real-world domains. Code and dataset are available at https://github.com/HATS-ICT/x-ego.},
note = {arXiv:2510.19150 [cs.CV]},
keywords = {Cognitive Architecture, DTIC, UARC},
pubstate = {published},
tppubtype = {misc}
}
Han, Bin; Hoegen, Jessie; Lei, Su; Lucas, Gale; Shore, Danielle; Parkinson, Brian; Gratch, Jonathan
How Expression, Context and Perspective Determine Judgments of Emotion Journal Article
In: IEEE Trans. Affective Comput., pp. 1–12, 2025, ISSN: 1949-3045, 2371-9850.
Links | BibTeX | Tags: DTIC, Emotion
@article{han_how_2025,
title = {How Expression, Context and Perspective Determine Judgments of Emotion},
author = {Bin Han and Jessie Hoegen and Su Lei and Gale Lucas and Danielle Shore and Brian Parkinson and Jonathan Gratch},
url = {https://ieeexplore.ieee.org/document/11194717/},
doi = {10.1109/TAFFC.2025.3618588},
issn = {1949-3045, 2371-9850},
year = {2025},
date = {2025-10-01},
urldate = {2025-10-16},
journal = {IEEE Trans. Affective Comput.},
pages = {1–12},
keywords = {DTIC, Emotion},
pubstate = {published},
tppubtype = {article}
}
Rizk, Basem; Walsh, Joel; Core, Mark; Nye, Benjamin
From Videos to Indexed Knowledge Graphs – Framework to Marry Methods for Multimodal Content Analysis and Understanding Miscellaneous
2025, (arXiv:2510.01513 [cs]).
Abstract | Links | BibTeX | Tags: DTIC, Narrative
@misc{rizk_videos_2025,
title = {From Videos to Indexed Knowledge Graphs – Framework to Marry Methods for Multimodal Content Analysis and Understanding},
author = {Basem Rizk and Joel Walsh and Mark Core and Benjamin Nye},
url = {http://arxiv.org/abs/2510.01513},
doi = {10.48550/arXiv.2510.01513},
year = {2025},
date = {2025-10-01},
urldate = {2025-10-16},
publisher = {arXiv},
abstract = {Analysis of multi-modal content can be tricky, computationally expensive, and require a significant amount of engineering efforts. Lots of work with pre-trained models on static data is out there, yet fusing these opensource models and methods with complex data such as videos is relatively challenging. In this paper, we present a framework that enables efficiently prototyping pipelines for multi-modal content analysis. We craft a candidate recipe for a pipeline, marrying a set of pre-trained models, to convert videos into a temporal semi-structured data format. We translate this structure further to a frame-level indexed knowledge graph representation that is query-able and supports continual learning, enabling the dynamic incorporation of new domain-specific knowledge through an interactive medium.},
note = {arXiv:2510.01513 [cs]},
keywords = {DTIC, Narrative},
pubstate = {published},
tppubtype = {misc}
}
Charnsethikul, Pithayuth; Zunquti, Almajd; Lucas, Gale; Mirkovic, Jelena
Navigating Social Media Privacy: Awareness, Preferences, and Discoverability Journal Article
In: PoPETs, vol. 2025, no. 4, pp. 620–638, 2025, ISSN: 2299-0984.
Abstract | Links | BibTeX | Tags: DTIC, Social
@article{charnsethikul_navigating_2025,
title = {Navigating Social Media Privacy: Awareness, Preferences, and Discoverability},
author = {Pithayuth Charnsethikul and Almajd Zunquti and Gale Lucas and Jelena Mirkovic},
url = {https://petsymposium.org/popets/2025/popets-2025-0148.php},
doi = {10.56553/popets-2025-0148},
issn = {2299-0984},
year = {2025},
date = {2025-10-01},
urldate = {2025-08-19},
journal = {PoPETs},
volume = {2025},
number = {4},
pages = {620–638},
abstract = {Social media platforms provide various privacy settings, which users can adjust to fit their privacy needs. Platforms claim that this is sufficient – users have power to accept the default settings they like, and change those they do not like. In this paper, we seek to quantify user awareness of, preferences around and ability to adjust social media privacy settings. We conduct an online survey of 541 participants across six different social media platforms: Facebook, Instagram, X, LinkedIn, TikTok, and Snapchat. We focus on nine privacy settings that are commonly available across these platforms, and evaluate participants’ preferences for privacy, awareness of the privacy settings and ability to locate them. We find that default settings are ill-aligned with user preferences – 92% of participants prefer at least one of the privacy options to be more private than the default. We further find that users are generally not aware of privacy settings, and struggle to find them. 80% of participants have never seen at least one privacy setting, and 79% of participants rated at least one setting as hard to find. We also find that the fewer privacy settings a user has seen, the harder for them to locate those settings, and the higher the level of privacy they desire. Additionally, we find that there are significant differences in privacy setting preferences and usability across different user age groups and across platforms. Older users are more conservative about their privacy, they have seen significantly fewer privacy settings, and they spend significantly more time locating them than younger users. On some platforms, like LinkedIn, users opt for higher visibility, while on others they prefer more privacy. Some platforms, like TikTok, make it significantly easier for users to locate privacy settings. Based on our findings, we provide recommendations on default values and how to improve usability of privacy settings on social media.},
keywords = {DTIC, Social},
pubstate = {published},
tppubtype = {article}
}
Wang, Yunzhe; Ustun, Volkan; McGroarty, Chris
A Data-Driven Discretized CS:GO Simulation Environment to Facilitate Strategic Multi-Agent Planning Research Miscellaneous
2025, (arXiv:2509.06355 [cs.AI]).
Abstract | Links | BibTeX | Tags: DTIC, Simulation, UARC
@misc{wang_data-driven_2025-1,
title = {A Data-Driven Discretized CS:GO Simulation Environment to Facilitate Strategic Multi-Agent Planning Research},
author = {Yunzhe Wang and Volkan Ustun and Chris McGroarty},
url = {http://arxiv.org/abs/2509.06355},
doi = {10.48550/arXiv.2509.06355},
year = {2025},
date = {2025-09-01},
urldate = {2026-06-22},
publisher = {arXiv},
abstract = {Modern simulation environments for complex multi-agent interactions must balance high-fidelity detail with computational efficiency. We present DECOY, a novel multi-agent simulator that abstracts strategic, long-horizon planning in 3D terrains into high-level discretized simulation while preserving low-level environmental fidelity. Using Counter-Strike: Global Offensive (CS:GO) as a testbed, our framework accurately simulates gameplay using only movement decisions as tactical positioning – without explicitly modeling low-level mechanics such as aiming and shooting. Central to our approach is a waypoint system that simplifies and discretizes continuous states and actions, paired with neural predictive and generative models trained on real CS:GO tournament data to reconstruct event outcomes. Extensive evaluations show that replays generated from human data in DECOY closely match those observed in the original game. Our publicly available simulation environment provides a valuable tool for advancing research in strategic multi-agent planning and behavior generation.},
note = {arXiv:2509.06355 [cs.AI]},
keywords = {DTIC, Simulation, UARC},
pubstate = {published},
tppubtype = {misc}
}
Gebhard, Patrick; Schneeberger, Tanja; Biancardi, Beatrice; Sabouret, Nicolas; Schmitz, Michael; Yumak, Zerrin (Ed.)
Multi-Platform Intelligent Agents with the Virtual Human Toolkit Proceedings Article
In: Gebhard, Patrick; Schneeberger, Tanja; Biancardi, Beatrice; Sabouret, Nicolas; Schmitz, Michael; Yumak, Zerrin (Ed.): Proceedings of the 25th ACM International Conference on Intelligent Virtual Agents, ACM, Berlin Germany, 2025, ISBN: 979-8-4007-1508-2.
@inproceedings{gebhard_multi-platform_2025,
title = {Multi-Platform Intelligent Agents with the Virtual Human Toolkit},
editor = {Patrick Gebhard and Tanja Schneeberger and Beatrice Biancardi and Nicolas Sabouret and Michael Schmitz and Zerrin Yumak},
isbn = {979-8-4007-1508-2},
year = {2025},
date = {2025-09-01},
booktitle = {Proceedings of the 25th ACM International Conference on Intelligent Virtual Agents},
publisher = {ACM},
address = {Berlin Germany},
keywords = {DTIC},
pubstate = {published},
tppubtype = {inproceedings}
}
Rodrigues, Patrick Borges; Lucas, Gale M.; Fang, Yiyang; Wang, Zihao; Roll, Shawn C.; Becerik-Gerber, Burcin; Soibelman, Lucio
Understanding Operators’ Sensory Needs for Human–Robot Interaction in Teleoperated Demolition Journal Article
In: J. Constr. Eng. Manage., vol. 151, no. 12, pp. 04025207, 2025, ISSN: 0733-9364, 1943-7862.
@article{rodrigues_understanding_2025,
title = {Understanding Operators’ Sensory Needs for Human–Robot Interaction in Teleoperated Demolition},
author = {Patrick Borges Rodrigues and Gale M. Lucas and Yiyang Fang and Zihao Wang and Shawn C. Roll and Burcin Becerik-Gerber and Lucio Soibelman},
url = {https://ascelibrary.org/doi/10.1061/JCEMD4.COENG-16911},
doi = {10.1061/JCEMD4.COENG-16911},
issn = {0733-9364, 1943-7862},
year = {2025},
date = {2025-09-01},
urldate = {2025-10-16},
journal = {J. Constr. Eng. Manage.},
volume = {151},
number = {12},
pages = {04025207},
keywords = {DTIC},
pubstate = {published},
tppubtype = {article}
}
Kwon, Deuksin; Shrestha, Kaleen; Han, Bin; Lee, Elena Hayoung; Lucas, Gale
Evaluating Behavioral Alignment in Conflict Dialogue: A Multi-Dimensional Comparison of LLM Agents and Humans Miscellaneous
2025, (arXiv:2509.16394 [cs]).
Abstract | Links | BibTeX | Tags: AI, DTIC, LLM
@misc{kwon_evaluating_2025,
title = {Evaluating Behavioral Alignment in Conflict Dialogue: A Multi-Dimensional Comparison of LLM Agents and Humans},
author = {Deuksin Kwon and Kaleen Shrestha and Bin Han and Elena Hayoung Lee and Gale Lucas},
url = {http://arxiv.org/abs/2509.16394},
doi = {10.48550/arXiv.2509.16394},
year = {2025},
date = {2025-09-01},
urldate = {2025-09-25},
publisher = {arXiv},
abstract = {Large Language Models (LLMs) are increasingly deployed in socially complex, interaction-driven tasks, yet their ability to mirror human behavior in emotionally and strategically complex contexts remains underexplored. This study assesses the behavioral alignment of personality-prompted LLMs in adversarial dispute resolution by simulating multi-turn conflict dialogues that incorporate negotiation. Each LLM is guided by a matched Five-Factor personality profile to control for individual variation and enhance realism. We evaluate alignment across three dimensions: linguistic style, emotional expression (e.g., anger dynamics), and strategic behavior. GPT-4.1 achieves the closest alignment with humans in linguistic style and emotional dynamics, while Claude-3.7-Sonnet best reflects strategic behavior. Nonetheless, substantial alignment gaps persist. Our findings establish a benchmark for alignment between LLMs and humans in socially complex interactions, underscoring both the promise and the limitations of personality conditioning in dialogue modeling.},
note = {arXiv:2509.16394 [cs]},
keywords = {AI, DTIC, LLM},
pubstate = {published},
tppubtype = {misc}
}
Wang, Yunzhe; Lucas, Gale M.; Becerik-Gerber, Burcin; Ustun, Volkan
Implicit Behavioral Alignment of Language Agents in High-Stakes Crowd Simulations Miscellaneous
2025, (arXiv:2509.16457 [cs]).
Abstract | Links | BibTeX | Tags: AI, DTIC, Virtual Agents
@misc{wang_implicit_2025,
title = {Implicit Behavioral Alignment of Language Agents in High-Stakes Crowd Simulations},
author = {Yunzhe Wang and Gale M. Lucas and Burcin Becerik-Gerber and Volkan Ustun},
url = {http://arxiv.org/abs/2509.16457},
doi = {10.48550/arXiv.2509.16457},
year = {2025},
date = {2025-09-01},
urldate = {2025-09-25},
publisher = {arXiv},
abstract = {Language-driven generative agents have enabled large-scale social simulations with transformative uses, from interpersonal training to aiding global policy-making. However, recent studies indicate that generative agent behaviors often deviate from expert expectations and real-world data–a phenomenon we term the Behavior-Realism Gap. To address this, we introduce a theoretical framework called Persona-Environment Behavioral Alignment (PEBA), formulated as a distribution matching problem grounded in Lewin's behavior equation stating that behavior is a function of the person and their environment. Leveraging PEBA, we propose PersonaEvolve (PEvo), an LLM-based optimization algorithm that iteratively refines agent personas, implicitly aligning their collective behaviors with realistic expert benchmarks within a specified environmental context. We validate PEvo in an active shooter incident simulation we developed, achieving an 84% average reduction in distributional divergence compared to no steering and a 34% improvement over explicit instruction baselines. Results also show PEvo-refined personas generalize to novel, related simulation scenarios. Our method greatly enhances behavioral realism and reliability in high-stakes social simulations. More broadly, the PEBA-PEvo framework provides a principled approach to developing trustworthy LLM-driven social simulations.},
note = {arXiv:2509.16457 [cs]},
keywords = {AI, DTIC, Virtual Agents},
pubstate = {published},
tppubtype = {misc}
}
Wang, Yunzhe; Ustun, Volkan; McGroarty, Chris
A data-driven discretized CS:GO simulation environment to facilitate strategic multi-agent planning research Miscellaneous
2025, (arXiv:2509.06355 [cs]).
Abstract | Links | BibTeX | Tags: DTIC, Simulation
@misc{wang_data-driven_2025,
title = {A data-driven discretized CS:GO simulation environment to facilitate strategic multi-agent planning research},
author = {Yunzhe Wang and Volkan Ustun and Chris McGroarty},
url = {http://arxiv.org/abs/2509.06355},
doi = {10.48550/arXiv.2509.06355},
year = {2025},
date = {2025-09-01},
urldate = {2025-09-18},
publisher = {arXiv},
abstract = {Modern simulation environments for complex multi-agent interactions must balance high-fidelity detail with computational efficiency. We present DECOY, a novel multi-agent simulator that abstracts strategic, long-horizon planning in 3D terrains into high-level discretized simulation while preserving low-level environmental fidelity. Using Counter-Strike: Global Offensive (CS:GO) as a testbed, our framework accurately simulates gameplay using only movement decisions as tactical positioning – without explicitly modeling low-level mechanics such as aiming and shooting. Central to our approach is a waypoint system that simplifies and discretizes continuous states and actions, paired with neural predictive and generative models trained on real CS:GO tournament data to reconstruct event outcomes. Extensive evaluations show that replays generated from human data in DECOY closely match those observed in the original game. Our publicly available simulation environment provides a valuable tool for advancing research in strategic multi-agent planning and behavior generation.},
note = {arXiv:2509.06355 [cs]},
keywords = {DTIC, Simulation},
pubstate = {published},
tppubtype = {misc}
}
Oh, Jinwoo; Chen, Po-Yu; Hsing, Hsiang-Wen; Lau, Nathan; Wu, Peggy; Srivastava, Kunal; Gurney, Nikolos; Molinaro, Kylie; Trent, Stoney
Understanding Cybersecurity Skill Levels Through Psychological Measures: Clustering Hackers with Traits Questionnaires Journal Article
In: Proceedings of the Human Factors and Ergonomics Society Annual Meeting, pp. 10711813251371034, 2025, ISSN: 1071-1813, 2169-5067.
Abstract | Links | BibTeX | Tags: DTIC, Security
@article{oh_understanding_2025,
title = {Understanding Cybersecurity Skill Levels Through Psychological Measures: Clustering Hackers with Traits Questionnaires},
author = {Jinwoo Oh and Po-Yu Chen and Hsiang-Wen Hsing and Nathan Lau and Peggy Wu and Kunal Srivastava and Nikolos Gurney and Kylie Molinaro and Stoney Trent},
url = {https://journals.sagepub.com/doi/10.1177/10711813251371034},
doi = {10.1177/10711813251371034},
issn = {1071-1813, 2169-5067},
year = {2025},
date = {2025-09-01},
urldate = {2025-09-18},
journal = {Proceedings of the Human Factors and Ergonomics Society Annual Meeting},
pages = {10711813251371034},
abstract = {In cybersecurity, performance in offensive tasks such as penetration testing or red-team exercises can be influenced by both technical skill and psychological traits. This exploratory study examines how specific psychometric characteristics relate to hacking performance in a controlled environment. Sixty-one participants who passed a cybersecurity skills test completed a two-day simulated hacking exercise and responded to psychometric questionnaires. A Random Forest analysis identified five questionnaire items—drawn from decision-making and personality measures—as the most predictive of cybersecurity skills test scores. The responses to these items were used in a k-means clustering analysis (
k = 3), which revealed significant differences in skills test scores and response patterns across clusters. The findings suggest that certain psychological traits may serve as auxiliary indicators of cybersecurity skill. Further research could explore this relationship using aggregated trait-level metrics and broader participant samples, including professional red-teamers, to examine the robustness of these preliminary findings in more ecologically valid settings.},
keywords = {DTIC, Security},
pubstate = {published},
tppubtype = {article}
}
k = 3), which revealed significant differences in skills test scores and response patterns across clusters. The findings suggest that certain psychological traits may serve as auxiliary indicators of cybersecurity skill. Further research could explore this relationship using aggregated trait-level metrics and broader participant samples, including professional red-teamers, to examine the robustness of these preliminary findings in more ecologically valid settings.
Liu, Ruying; Wu, Wanjing; Becerik-Gerber, Burcin; Lucas, Gale M.; Laboy, Michelle; Fannon, David
Reinforcement learning for evaluating school safety designs in active shooter incidents Journal Article
In: Advanced Engineering Informatics, vol. 67, pp. 103575, 2025, ISSN: 14740346.
Links | BibTeX | Tags: DTIC, Simulation
@article{liu_reinforcement_2025,
title = {Reinforcement learning for evaluating school safety designs in active shooter incidents},
author = {Ruying Liu and Wanjing Wu and Burcin Becerik-Gerber and Gale M. Lucas and Michelle Laboy and David Fannon},
url = {https://linkinghub.elsevier.com/retrieve/pii/S1474034625004689},
doi = {10.1016/j.aei.2025.103575},
issn = {14740346},
year = {2025},
date = {2025-09-01},
urldate = {2025-08-19},
journal = {Advanced Engineering Informatics},
volume = {67},
pages = {103575},
keywords = {DTIC, Simulation},
pubstate = {published},
tppubtype = {article}
}
Gomez-Zaragoza, Lucia; Marin-Morales, Javier; Alcaniz, Mariano; Soleymani, Mohammed
Speech and Text Foundation Models for Depression Detection: Cross-Task and Cross-Language Evaluation Proceedings Article
In: Rotterdam, The Netherlands, 2025.
@inproceedings{gomez-zaragoza_speech_2025,
title = {Speech and Text Foundation Models for Depression Detection: Cross-Task and Cross-Language Evaluation},
author = {Lucia Gomez-Zaragoza and Javier Marin-Morales and Mariano Alcaniz and Mohammed Soleymani},
url = {https://www.isca-archive.org/interspeech_2025/gomezzaragoza25_interspeech.html#},
year = {2025},
date = {2025-08-01},
address = {Rotterdam, The Netherlands},
keywords = {DTIC},
pubstate = {published},
tppubtype = {inproceedings}
}
Rakshit, Sushrita; Hale, James; Chawla, Kushal; Brett, Jeanne M.; Gratch, Jonathan
Emotionally-Aware Agents for Dispute Resolution Miscellaneous
2025, (arXiv:2509.04465 [cs]).
Abstract | Links | BibTeX | Tags: AI, DTIC
@misc{rakshit_emotionally-aware_2025,
title = {Emotionally-Aware Agents for Dispute Resolution},
author = {Sushrita Rakshit and James Hale and Kushal Chawla and Jeanne M. Brett and Jonathan Gratch},
url = {http://arxiv.org/abs/2509.04465},
doi = {10.48550/arXiv.2509.04465},
year = {2025},
date = {2025-08-01},
urldate = {2025-09-18},
publisher = {arXiv},
abstract = {In conflict, people use emotional expressions to shape their counterparts' thoughts, feelings, and actions. This paper explores whether automatic text emotion recognition offers insight into this influence in the context of dispute resolution. Prior work has shown the promise of such methods in negotiations; however, disputes evoke stronger emotions and different social processes. We use a large corpus of buyer-seller dispute dialogues to investigate how emotional expressions shape subjective and objective outcomes. We further demonstrate that large-language models yield considerably greater explanatory power than previous methods for emotion intensity annotation and better match the decisions of human annotators. Findings support existing theoretical models for how emotional expressions contribute to conflict escalation and resolution and suggest that agent-based systems could be useful in managing disputes by recognizing and potentially mitigating emotional escalation.},
note = {arXiv:2509.04465 [cs]},
keywords = {AI, DTIC},
pubstate = {published},
tppubtype = {misc}
}
Beltz, Brandon; Doty, Jim; Fonken, Yvonne; Gurney, Nikolos; Israelsen, Brett; Lau, Nathan; Marsella, Stacy; Thomas, Rachelle; Trent, Stoney; Wu, Peggy; Yang, Ya-Ting; Zhu, Quanyan
2025, (arXiv:2508.20963 [cs]).
Abstract | Links | BibTeX | Tags: DTIC, Security
@misc{beltz_guarding_2025,
title = {Guarding Against Malicious Biased Threats (GAMBiT) Experiments: Revealing Cognitive Bias in Human-Subjects Red-Team Cyber Range Operations},
author = {Brandon Beltz and Jim Doty and Yvonne Fonken and Nikolos Gurney and Brett Israelsen and Nathan Lau and Stacy Marsella and Rachelle Thomas and Stoney Trent and Peggy Wu and Ya-Ting Yang and Quanyan Zhu},
url = {http://arxiv.org/abs/2508.20963},
doi = {10.48550/arXiv.2508.20963},
year = {2025},
date = {2025-08-01},
urldate = {2025-09-18},
publisher = {arXiv},
abstract = {We present three large-scale human-subjects red-team cyber range datasets from the Guarding Against Malicious Biased Threats (GAMBiT) project. Across Experiments 1-3 (July 2024-March 2025), 19-20 skilled attackers per experiment conducted two 8-hour days of self-paced operations in a simulated enterprise network (SimSpace Cyber Force Platform) while we captured multi-modal data: self-reports (background, demographics, psychometrics), operational notes, terminal histories, keylogs, network packet captures (PCAP), and NIDS alerts (Suricata). Each participant began from a standardized Kali Linux VM and pursued realistic objectives (e.g., target discovery and data exfiltration) under controlled constraints. Derivative curated logs and labels are included. The combined release supports research on attacker behavior modeling, bias-aware analytics, and method benchmarking. Data are available via IEEE Dataport entries for Experiments 1-3.},
note = {arXiv:2508.20963 [cs]},
keywords = {DTIC, Security},
pubstate = {published},
tppubtype = {misc}
}
Chen, Meida; Leal, Luis; Hu, Yue; Liu, Rong; Xiong, Butian; Feng, Andrew; Xu, Jiuyi; Shi, Yangming
IDU: Incremental Dynamic Update of Existing 3D Virtual Environments with New Imagery Data Miscellaneous
2025, (arXiv:2508.17579 [cs]).
Abstract | Links | BibTeX | Tags: DTIC, VGL
@misc{chen_idu_2025,
title = {IDU: Incremental Dynamic Update of Existing 3D Virtual Environments with New Imagery Data},
author = {Meida Chen and Luis Leal and Yue Hu and Rong Liu and Butian Xiong and Andrew Feng and Jiuyi Xu and Yangming Shi},
url = {http://arxiv.org/abs/2508.17579},
doi = {10.48550/arXiv.2508.17579},
year = {2025},
date = {2025-08-01},
urldate = {2025-09-18},
publisher = {arXiv},
abstract = {For simulation and training purposes, military organizations have made substantial investments in developing high-resolution 3D virtual environments through extensive imaging and 3D scanning. However, the dynamic nature of battlefield conditions-where objects may appear or vanish over time-makes frequent full-scale updates both time-consuming and costly. In response, we introduce the Incremental Dynamic Update (IDU) pipeline, which efficiently updates existing 3D reconstructions, such as 3D Gaussian Splatting (3DGS), with only a small set of newly acquired images. Our approach starts with camera pose estimation to align new images with the existing 3D model, followed by change detection to pinpoint modifications in the scene. A 3D generative AI model is then used to create high-quality 3D assets of the new elements, which are seamlessly integrated into the existing 3D model. The IDU pipeline incorporates human guidance to ensure high accuracy in object identification and placement, with each update focusing on a single new object at a time. Experimental results confirm that our proposed IDU pipeline significantly reduces update time and labor, offering a cost-effective and targeted solution for maintaining up-to-date 3D models in rapidly evolving military scenarios.},
note = {arXiv:2508.17579 [cs]},
keywords = {DTIC, VGL},
pubstate = {published},
tppubtype = {misc}
}
Hans, Soham; Gurney, Nikolos; Marsella, Stacy; Hirschmann, Sofia
Quantifying Loss Aversion in Cyber Adversaries via LLM Analysis Miscellaneous
2025, (arXiv:2508.13240 [cs]).
Abstract | Links | BibTeX | Tags: DTIC, LLM
@misc{hans_quantifying_2025,
title = {Quantifying Loss Aversion in Cyber Adversaries via LLM Analysis},
author = {Soham Hans and Nikolos Gurney and Stacy Marsella and Sofia Hirschmann},
url = {http://arxiv.org/abs/2508.13240},
doi = {10.48550/arXiv.2508.13240},
year = {2025},
date = {2025-08-01},
urldate = {2025-09-18},
publisher = {arXiv},
abstract = {Understanding and quantifying human cognitive biases from empirical data has long posed a formidable challenge, particularly in cybersecurity, where defending against unknown adversaries is paramount. Traditional cyber defense strategies have largely focused on fortification, while some approaches attempt to anticipate attacker strategies by mapping them to cognitive vulnerabilities, yet they fall short in dynamically interpreting attacks in progress. In recognition of this gap, IARPA's ReSCIND program seeks to infer, defend against, and even exploit attacker cognitive traits. In this paper, we present a novel methodology that leverages large language models (LLMs) to extract quantifiable insights into the cognitive bias of loss aversion from hacker behavior. Our data are collected from an experiment in which hackers were recruited to attack a controlled demonstration network. We process the hacker generated notes using LLMs using it to segment the various actions and correlate the actions to predefined persistence mechanisms used by hackers. By correlating the implementation of these mechanisms with various operational triggers, our analysis provides new insights into how loss aversion manifests in hacker decision-making. The results demonstrate that LLMs can effectively dissect and interpret nuanced behavioral patterns, thereby offering a transformative approach to enhancing cyber defense strategies through real-time, behavior-based analysis.},
note = {arXiv:2508.13240 [cs]},
keywords = {DTIC, LLM},
pubstate = {published},
tppubtype = {misc}
}
Wang, Zihao; Rodrigues, Patrick Borges; Fang, Yiyang; Soibelman, Lucio; Becerik-Gerber, Burcin; Roll, Shawn C.; Lucas, Gale M
Understanding Potential Challenges in Demolition Robot Teleoperation to Inform Interface Design: Insights from Industry Professionals Journal Article
In: CIB Conferences, vol. 1, no. 1, 2025, ISSN: 3067-4883.
@article{wang_understanding_2025,
title = {Understanding Potential Challenges in Demolition Robot Teleoperation to Inform Interface Design: Insights from Industry Professionals},
author = {Zihao Wang and Patrick Borges Rodrigues and Yiyang Fang and Lucio Soibelman and Burcin Becerik-Gerber and Shawn C. Roll and Gale M Lucas},
url = {https://docs.lib.purdue.edu/cib-conferences/vol1/iss1/106},
doi = {10.7771/3067-4883.2040},
issn = {3067-4883},
year = {2025},
date = {2025-06-01},
urldate = {2025-08-19},
journal = {CIB Conferences},
volume = {1},
number = {1},
keywords = {DTIC},
pubstate = {published},
tppubtype = {article}
}
Gurney, Nikolos; Miller, John H.; Pynadath, David V.
Exploring the choice landscape: Anchoring and framing effects on search behavior in complex choices Journal Article
In: Journal of Choice Modelling, vol. 55, pp. 100549, 2025, ISSN: 17555345.
Links | BibTeX | Tags: DTIC, Social
@article{gurney_exploring_2025,
title = {Exploring the choice landscape: Anchoring and framing effects on search behavior in complex choices},
author = {Nikolos Gurney and John H. Miller and David V. Pynadath},
url = {https://linkinghub.elsevier.com/retrieve/pii/S1755534525000120},
doi = {10.1016/j.jocm.2025.100549},
issn = {17555345},
year = {2025},
date = {2025-06-01},
urldate = {2025-04-15},
journal = {Journal of Choice Modelling},
volume = {55},
pages = {100549},
keywords = {DTIC, Social},
pubstate = {published},
tppubtype = {article}
}
Klumpe, Stella; Mitchell, Kelsey C.; Cox, Emma; Katz, Jeffrey S.; Lazarowski, Lucia; Deshpande, Gopikrishna; Gratch, Jonathan; Visser, Ewart J. De; Ayaz, Hasan; Li, Xingnan; Franke, Adrian A.; Krueger, Frank
Social bonding between humans, animals, and robots: Dogs outperform AIBOs, their robotic replicas, as social companions Journal Article
In: PLoS One, vol. 20, no. 6, pp. e0324312, 2025, ISSN: 1932-6203.
Abstract | Links | BibTeX | Tags: DTIC, Virtual Agents, Virtual Humans
@article{klumpe_social_2025,
title = {Social bonding between humans, animals, and robots: Dogs outperform AIBOs, their robotic replicas, as social companions},
author = {Stella Klumpe and Kelsey C. Mitchell and Emma Cox and Jeffrey S. Katz and Lucia Lazarowski and Gopikrishna Deshpande and Jonathan Gratch and Ewart J. De Visser and Hasan Ayaz and Xingnan Li and Adrian A. Franke and Frank Krueger},
editor = {Casey R. Lynch},
url = {https://dx.plos.org/10.1371/journal.pone.0324312},
doi = {10.1371/journal.pone.0324312},
issn = {1932-6203},
year = {2025},
date = {2025-06-01},
urldate = {2025-06-12},
journal = {PLoS One},
volume = {20},
number = {6},
pages = {e0324312},
abstract = {In the evolving landscape of technology, robots have emerged as social companions, prompting an investigation into social bonding between humans and robots. While human-animal interactions are well-studied, human-robot interactions (HRI) remain comparatively underexplored. Ethorobotics, a field of social robotic engineering based on ecology and ethology, suggests designing companion robots modeled on animal companions, which are simpler to emulate than humans. However, it is unclear whether these robots can match the social companionship provided by their original models. This study examined social bonding between humans and AIBOs, dog-inspired companion robots, compared to real dogs. Nineteen female participants engaged in 12 affiliative interactions with dogs and AIBOs across two counter-balanced, one-month bonding phases. Social bonding was assessed through urinary oxytocin (OXT) level change over an interaction, self-reported attachment using an adapted version of the Lexington Attachment to Pets Scale, and social companionship evaluations administering the Robot-Dog Questionnaire. To examine OXT level changes and self-reported attachment by comparing the two social companions, we conducted mixed-effects model analyses and planned follow-up comparisons. Frequency comparison, binary logistic regression, and thematic analysis were performed to analyze social companionship evaluations. Results revealed significant differences between dogs and AIBOs in fostering social bonds. OXT level change increased during interactions with dogs but decreased with AIBOs. Participants reported stronger attachment to dogs and rated them as better social companions. These findings highlight the current limitations of AIBOs in fostering social bonding immediately compared to dogs. Our study contributes to the growing HRI research by demonstrating an existing gap between AIBOs and dogs as social companions. It highlights the need for further investigation to understand the complexities of social bonding with companion robots, which is essential to implement successful applications for social robots in diverse domains such as the elderly and health care, education, and entertainment.},
keywords = {DTIC, Virtual Agents, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Hale, James; Kim, HanMoe; Choi, Ahyoung; Gratch, Jonathan
AI-Mediated Dispute Resolution Journal Article
In: AAAI-SS, vol. 5, no. 1, pp. 67–70, 2025, ISSN: 2994-4317.
Abstract | Links | BibTeX | Tags: AI, DTIC
@article{hale_ai-mediated_2025,
title = {AI-Mediated Dispute Resolution},
author = {James Hale and HanMoe Kim and Ahyoung Choi and Jonathan Gratch},
url = {https://ojs.aaai.org/index.php/AAAI-SS/article/view/35558},
doi = {10.1609/aaaiss.v5i1.35558},
issn = {2994-4317},
year = {2025},
date = {2025-05-01},
urldate = {2025-08-19},
journal = {AAAI-SS},
volume = {5},
number = {1},
pages = {67–70},
abstract = {We examine the effectiveness of large language model (LLM) mediations in the under-studied dispute resolution domain. We first used a new corpus of dispute resolutions, KODIS, to investigate if LLMs can correctly identify whether to intervene. We find evidence that GPT as a mediator picks up on salient aspects of a dispute, such as Frustration and whether the disputants ultimately come to a resolution or stall at an impasse — intervening significantly more so in cases of high frustration and impasse. Afterward, we ran a user study to compare GPT mediations against those of novice human mediators. We find participants agreed GPT's mediations were more likely to lead to resolution; were better positioned in the dialog; had better justification than human-crafted ones; and, on a forced choice, were generally more effective than novice human mediations.},
keywords = {AI, DTIC},
pubstate = {published},
tppubtype = {article}
}
Okado, Yuko; Nye, Benjamin D.; Aguirre, Angelica; Swartout, William
In: Int J Artif Intell Educ, 2025, ISSN: 1560-4292, 1560-4306.
Links | BibTeX | Tags: DTIC, Learning Sciences
@article{okado_how_2025,
title = {How Can Virtual Agents Scale Up Mentoring?: Insights from College Students’ Experiences Using the CareerFair.ai Platform at an American Hispanic-Serving Institution},
author = {Yuko Okado and Benjamin D. Nye and Angelica Aguirre and William Swartout},
url = {https://link.springer.com/10.1007/s40593-025-00482-w},
doi = {10.1007/s40593-025-00482-w},
issn = {1560-4292, 1560-4306},
year = {2025},
date = {2025-05-01},
urldate = {2025-06-24},
journal = {Int J Artif Intell Educ},
keywords = {DTIC, Learning Sciences},
pubstate = {published},
tppubtype = {article}
}
Core, Mark; Nye, Benjamin; Carr, Kayla; Li, Shirley; Shiel, Aaron; Auerbach, Daniel; Leeds, Andrew; Swartout, William
Usability and Preferences for a Personalized Adaptive Learning System for AI Upskilling Journal Article
In: FLAIRS, vol. 38, 2025, ISSN: 2334-0762, 2334-0754.
Abstract | Links | BibTeX | Tags: AI, DTIC
@article{core_usability_2025,
title = {Usability and Preferences for a Personalized Adaptive Learning System for AI Upskilling},
author = {Mark Core and Benjamin Nye and Kayla Carr and Shirley Li and Aaron Shiel and Daniel Auerbach and Andrew Leeds and William Swartout},
url = {https://journals.flvc.org/FLAIRS/article/view/138996},
doi = {10.32473/flairs.38.1.138996},
issn = {2334-0762, 2334-0754},
year = {2025},
date = {2025-05-01},
urldate = {2025-05-20},
journal = {FLAIRS},
volume = {38},
abstract = {As AI tools become common across jobs and industries, it is critical to broaden education about AI beyond teaching computer scientists how to build AI systems. To expand AI education, we are researching AI for AI learning: a personalized and adaptive learning system that integrates dialog-based tutoring and gamified programming activities. To study this problem, we adapted and expanded an existing smartphone adaptive coach to develop the Game-if-AI system. Using a design-based research approach, Game-if-AI was iteratively tested and improved across four semesters of optional use in a course designed for technician-level understanding of AI: mastering programming skills to apply AI libraries and established models. In this study, we measured the interests and needs of these technical learners, based on both survey data and on how they engaged with topics in the system. Based on this data, new topics were added and the system was refined. In this paper, we report students' usability ratings for system components and student preferences based on completion rates of AI topics available each semester. Students rated the adaptive system positively overall (93% rated as a "good idea"), but more complex learning activities (tutoring dialogs, programming) were rated lower than traditional ones (e.g., multiple choice, reading). Students were most likely to master topics highly aligned to the course materials, as well as self-directed learning toward easier high-interest topics (e.g., LLM Prompting).},
keywords = {AI, DTIC},
pubstate = {published},
tppubtype = {article}
}
Wang, Ning; Fu, Boxi; Dincer, Betul; Masur, Omkar; Faizi, David; Ravindran, Harshul; Wang, Julia; Lai, Devashish; Merchant, Chirag
Becoming Fei: An Educational Game for AI and Data Science Education for Novice Learners Book Section
In: Smith, Brian K.; Borge, Marcela (Ed.): Learning and Collaboration Technologies, vol. 15808, pp. 69–79, Springer Nature Switzerland, Cham, 2025, ISBN: 978-3-031-93745-3 978-3-031-93746-0, (Series Title: Lecture Notes in Computer Science).
Links | BibTeX | Tags: AI, DTIC
@incollection{smith_becoming_2025,
title = {Becoming Fei: An Educational Game for AI and Data Science Education for Novice Learners},
author = {Ning Wang and Boxi Fu and Betul Dincer and Omkar Masur and David Faizi and Harshul Ravindran and Julia Wang and Devashish Lai and Chirag Merchant},
editor = {Brian K. Smith and Marcela Borge},
url = {https://link.springer.com/10.1007/978-3-031-93746-0_6},
doi = {10.1007/978-3-031-93746-0_6},
isbn = {978-3-031-93745-3 978-3-031-93746-0},
year = {2025},
date = {2025-05-01},
urldate = {2025-06-12},
booktitle = {Learning and Collaboration Technologies},
volume = {15808},
pages = {69–79},
publisher = {Springer Nature Switzerland},
address = {Cham},
note = {Series Title: Lecture Notes in Computer Science},
keywords = {AI, DTIC},
pubstate = {published},
tppubtype = {incollection}
}
Awada, Mohamad; Gerber, Burcin Becerik; Lucas, Gale M.; Roll, Shawn C.
The Impact of Color Correlated Temperature and Illuminance Levels of Office Lighting on Stress and Cognitive Restoration Journal Article
In: Journal of Environmental Psychology, pp. 102628, 2025, ISSN: 02724944.
@article{awada_impact_2025,
title = {The Impact of Color Correlated Temperature and Illuminance Levels of Office Lighting on Stress and Cognitive Restoration},
author = {Mohamad Awada and Burcin Becerik Gerber and Gale M. Lucas and Shawn C. Roll},
url = {https://linkinghub.elsevier.com/retrieve/pii/S0272494425001112},
doi = {10.1016/j.jenvp.2025.102628},
issn = {02724944},
year = {2025},
date = {2025-05-01},
urldate = {2025-05-20},
journal = {Journal of Environmental Psychology},
pages = {102628},
keywords = {DTIC},
pubstate = {published},
tppubtype = {article}
}
Gordon, Andrew
Logical Abduction as a Computational Model of Narrative Proceedings Article
In: Geneva, Switzerland, 2025.
Links | BibTeX | Tags: DTIC, Narrative
@inproceedings{gordon_andrew_logical_2025,
title = {Logical Abduction as a Computational Model of Narrative},
author = {Andrew Gordon},
url = {chrome-extension://efaidnbmnnnibpcajpcglclefindmkaj/https://asgordon.github.io/publications/CMN2025.PDF},
year = {2025},
date = {2025-05-01},
address = {Geneva, Switzerland},
keywords = {DTIC, Narrative},
pubstate = {published},
tppubtype = {inproceedings}
}
Chaubey, Ashutosh; Guan, Xulang; Soleymani, Mohammad
Face-LLaVA: Facial Expression and Attribute Understanding through Instruction Tuning Miscellaneous
2025, (Version Number: 1).
Abstract | Links | BibTeX | Tags: DTIC, LLM
@misc{chaubey_face-llava_2025,
title = {Face-LLaVA: Facial Expression and Attribute Understanding through Instruction Tuning},
author = {Ashutosh Chaubey and Xulang Guan and Mohammad Soleymani},
url = {https://arxiv.org/abs/2504.07198},
doi = {10.48550/ARXIV.2504.07198},
year = {2025},
date = {2025-04-01},
urldate = {2025-04-15},
publisher = {arXiv},
abstract = {The human face plays a central role in social communication, necessitating the use of performant computer vision tools for human-centered applications. We propose Face-LLaVA, a multimodal large language model for face-centered, in-context learning, including facial expression and attribute recognition. Additionally, Face-LLaVA is able to generate natural language descriptions that can be used for reasoning. Leveraging existing visual databases, we first developed FaceInstruct-1M, a face-centered database for instruction tuning MLLMs for face processing. We then developed a novel face-specific visual encoder powered by Face-Region Guided Cross-Attention that integrates face geometry with local visual features. We evaluated the proposed method across nine different datasets and five different face processing tasks, including facial expression recognition, action unit detection, facial attribute detection, age estimation and deepfake detection. Face-LLaVA achieves superior results compared to existing open-source MLLMs and competitive performance compared to commercial solutions. Our model output also receives a higher reasoning rating by GPT under a zero-shot setting across all the tasks. Both our dataset and model wil be released at https://face-llava.github.io to support future advancements in social AI and foundational vision-language research.},
note = {Version Number: 1},
keywords = {DTIC, LLM},
pubstate = {published},
tppubtype = {misc}
}
Hale, James; Rakshit, Sushrita; Chawla, Kushal; Brett, Jeanne M.; Gratch, Jonathan
KODIS: A Multicultural Dispute Resolution Dialogue Corpus Miscellaneous
2025, (arXiv:2504.12723 [cs]).
Abstract | Links | BibTeX | Tags: Dialogue, DTIC
@misc{hale_kodis_2025,
title = {KODIS: A Multicultural Dispute Resolution Dialogue Corpus},
author = {James Hale and Sushrita Rakshit and Kushal Chawla and Jeanne M. Brett and Jonathan Gratch},
url = {http://arxiv.org/abs/2504.12723},
doi = {10.48550/arXiv.2504.12723},
year = {2025},
date = {2025-04-01},
urldate = {2025-05-20},
publisher = {arXiv},
abstract = {We present KODIS, a dyadic dispute resolution corpus containing thousands of dialogues from over 75 countries. Motivated by a theoretical model of culture and conflict, participants engage in a typical customer service dispute designed by experts to evoke strong emotions and conflict. The corpus contains a rich set of dispositional, process, and outcome measures. The initial analysis supports theories of how anger expressions lead to escalatory spirals and highlights cultural differences in emotional expression. We make this corpus and data collection framework available to the community.},
note = {arXiv:2504.12723 [cs]},
keywords = {Dialogue, DTIC},
pubstate = {published},
tppubtype = {misc}
}
Lin, Spencer; Jun, Miru; Rizk, Basem; Shieh, Karen; Fisher, Scott; Mozgai, Sharon
Optimizing SIA Development: A Case Study in User-Centered Design for Estuary, a Multimodal Socially Interactive Agent Framework Proceedings Article
In: Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, pp. 1–9, 2025, (arXiv:2504.14427 [cs]).
Abstract | Links | BibTeX | Tags: AI, DTIC
@inproceedings{lin_optimizing_2025,
title = {Optimizing SIA Development: A Case Study in User-Centered Design for Estuary, a Multimodal Socially Interactive Agent Framework},
author = {Spencer Lin and Miru Jun and Basem Rizk and Karen Shieh and Scott Fisher and Sharon Mozgai},
url = {http://arxiv.org/abs/2504.14427},
doi = {10.1145/3706599.3707399},
year = {2025},
date = {2025-04-01},
urldate = {2025-05-20},
booktitle = {Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems},
pages = {1–9},
abstract = {This case study presents our user-centered design model for Socially Intelligent Agent (SIA) development frameworks through our experience developing Estuary, an open source multimodal framework for building low-latency real-time socially interactive agents. We leverage the Rapid Assessment Process (RAP) to collect the thoughts of leading researchers in the field of SIAs regarding the current state of the art for SIA development as well as their evaluation of how well Estuary may potentially address current research gaps. We achieve this through a series of end-user interviews conducted by a fellow researcher in the community. We hope that the findings of our work will not only assist the continued development of Estuary but also guide the development of other future frameworks and technologies for SIAs.},
note = {arXiv:2504.14427 [cs]},
keywords = {AI, DTIC},
pubstate = {published},
tppubtype = {inproceedings}
}
Siniukov, Maksim; Chang, Di; Tran, Minh; Gong, Hongkun; Chaubey, Ashutosh; Soleymani, Mohammad
DiTaiListener: Controllable High Fidelity Listener Video Generation with Diffusion Miscellaneous
2025, (Version Number: 1).
Abstract | Links | BibTeX | Tags: DTIC, VGL
@misc{siniukov_ditailistener_2025,
title = {DiTaiListener: Controllable High Fidelity Listener Video Generation with Diffusion},
author = {Maksim Siniukov and Di Chang and Minh Tran and Hongkun Gong and Ashutosh Chaubey and Mohammad Soleymani},
url = {https://arxiv.org/abs/2504.04010},
doi = {10.48550/ARXIV.2504.04010},
year = {2025},
date = {2025-03-01},
urldate = {2025-04-15},
publisher = {arXiv},
abstract = {Generating naturalistic and nuanced listener motions for extended interactions remains an open problem. Existing methods often rely on low-dimensional motion codes for facial behavior generation followed by photorealistic rendering, limiting both visual fidelity and expressive richness. To address these challenges, we introduce DiTaiListener, powered by a video diffusion model with multimodal conditions. Our approach first generates short segments of listener responses conditioned on the speaker's speech and facial motions with DiTaiListener-Gen. It then refines the transitional frames via DiTaiListener-Edit for a seamless transition. Specifically, DiTaiListener-Gen adapts a Diffusion Transformer (DiT) for the task of listener head portrait generation by introducing a Causal Temporal Multimodal Adapter (CTM-Adapter) to process speakers' auditory and visual cues. CTM-Adapter integrates speakers' input in a causal manner into the video generation process to ensure temporally coherent listener responses. For long-form video generation, we introduce DiTaiListener-Edit, a transition refinement video-to-video diffusion model. The model fuses video segments into smooth and continuous videos, ensuring temporal consistency in facial expressions and image quality when merging short video segments produced by DiTaiListener-Gen. Quantitatively, DiTaiListener achieves the state-of-the-art performance on benchmark datasets in both photorealism (+73.8% in FID on RealTalk) and motion representation (+6.1% in FD metric on VICO) spaces. User studies confirm the superior performance of DiTaiListener, with the model being the clear preference in terms of feedback, diversity, and smoothness, outperforming competitors by a significant margin.},
note = {Version Number: 1},
keywords = {DTIC, VGL},
pubstate = {published},
tppubtype = {misc}
}
Gurney, Nikolos; Pynadath, David V.; Miller, John H.
Willingness to work as a predictor of human-agent team success Journal Article
In: Front. Comput. Sci., vol. 7, pp. 1405436, 2025, ISSN: 2624-9898.
Abstract | Links | BibTeX | Tags: DTIC, Virtual Agents
@article{gurney_willingness_2025,
title = {Willingness to work as a predictor of human-agent team success},
author = {Nikolos Gurney and David V. Pynadath and John H. Miller},
url = {https://www.frontiersin.org/articles/10.3389/fcomp.2025.1405436/full},
doi = {10.3389/fcomp.2025.1405436},
issn = {2624-9898},
year = {2025},
date = {2025-03-01},
urldate = {2025-04-15},
journal = {Front. Comput. Sci.},
volume = {7},
pages = {1405436},
abstract = {Research shows that the effectiveness of human-agent teams depends heavily on human team members' prior experiences, whether from direct teaming activities or relevant domain knowledge. While researchers have proposed various mechanisms to explain this relationship, we present a simpler alternative explanation: experience serves primarily as an indicator of a person's fundamental willingness to engage in teaming tasks. We introduce a measure called “willingness to work” that quantifies this underlying disposition. Our empirical analysis demonstrates that this straightforward metric robustly predicts human-agent team performance. Beyond its practical value as a predictive tool, this reconceptualization of the experience-performance relationship necessitates a fresh examination of existing findings in the field. The results suggest that a team member's basic willingness to invest effort may be more fundamental to success than previously recognized mechanisms.},
keywords = {DTIC, Virtual Agents},
pubstate = {published},
tppubtype = {article}
}
Ustun, Volkan; Hans, Soham; Kumar, Rajay; Wang, Yunzhe
Abstracting Geo-specific Terrains to Scale Up Reinforcement Learning Miscellaneous
2025, (arXiv:2503.20078 [cs]).
Abstract | Links | BibTeX | Tags: DTIC, Simulation
@misc{ustun_abstracting_2025,
title = {Abstracting Geo-specific Terrains to Scale Up Reinforcement Learning},
author = {Volkan Ustun and Soham Hans and Rajay Kumar and Yunzhe Wang},
url = {http://arxiv.org/abs/2503.20078},
doi = {10.48550/arXiv.2503.20078},
year = {2025},
date = {2025-03-01},
urldate = {2025-04-15},
publisher = {arXiv},
abstract = {Multi-agent reinforcement learning (MARL) is increasingly ubiquitous in training dynamic and adaptive synthetic characters for interactive simulations on geo-specific terrains. Frameworks such as Unity's ML-Agents help to make such reinforcement learning experiments more accessible to the simulation community. Military training simulations also benefit from advances in MARL, but they have immense computational requirements due to their complex, continuous, stochastic, partially observable, non-stationary, and doctrine-based nature. Furthermore, these simulations require geo-specific terrains, further exacerbating the computational resources problem. In our research, we leverage Unity's waypoints to automatically generate multi-layered representation abstractions of the geo-specific terrains to scale up reinforcement learning while still allowing the transfer of learned policies between different representations. Our early exploratory results on a novel MARL scenario, where each side has differing objectives, indicate that waypoint-based navigation enables faster and more efficient learning while producing trajectories similar to those taken by expert human players in CSGO gaming environments. This research points out the potential of waypoint-based navigation for reducing the computational costs of developing and training MARL models for military training simulations, where geo-specific terrains and differing objectives are crucial.},
note = {arXiv:2503.20078 [cs]},
keywords = {DTIC, Simulation},
pubstate = {published},
tppubtype = {misc}
}
Liu, Ruying; Becerik-Gerber, Burcin; Pynadath, David V.; Marti, Deniz; Lucas, Gale M.
Elicitation and verification of learning via experts (EVOLVE) for creating a theoretical framework for active shooter incidents Journal Article
In: Developments in the Built Environment, vol. 21, pp. 100635, 2025, ISSN: 26661659.
Links | BibTeX | Tags: DTIC, Social Simulation
@article{liu_elicitation_2025,
title = {Elicitation and verification of learning via experts (EVOLVE) for creating a theoretical framework for active shooter incidents},
author = {Ruying Liu and Burcin Becerik-Gerber and David V. Pynadath and Deniz Marti and Gale M. Lucas},
url = {https://linkinghub.elsevier.com/retrieve/pii/S2666165925000353},
doi = {10.1016/j.dibe.2025.100635},
issn = {26661659},
year = {2025},
date = {2025-03-01},
urldate = {2025-03-18},
journal = {Developments in the Built Environment},
volume = {21},
pages = {100635},
keywords = {DTIC, Social Simulation},
pubstate = {published},
tppubtype = {article}
}
Jalal-Kamali, Ali; Gurney, Nikolos; Pynadath, David
Predicting Team Performance from Communications in Simulated Search-and-Rescue Miscellaneous
2025, (arXiv:2503.03791 [cs]).
Abstract | Links | BibTeX | Tags: AI, DTIC
@misc{jalal-kamali_predicting_2025,
title = {Predicting Team Performance from Communications in Simulated Search-and-Rescue},
author = {Ali Jalal-Kamali and Nikolos Gurney and David Pynadath},
url = {http://arxiv.org/abs/2503.03791},
doi = {10.48550/arXiv.2503.03791},
year = {2025},
date = {2025-03-01},
urldate = {2025-03-18},
publisher = {arXiv},
abstract = {Understanding how individual traits influence team performance is valuable, but these traits are not always directly observable. Prior research has inferred traits like trust from behavioral data. We analyze conversational data to identify team traits and their correlation with teaming outcomes. Using transcripts from a Minecraft-based search-and-rescue experiment, we apply topic modeling and clustering to uncover key interaction patterns. Our findings show that variations in teaming outcomes can be explained through these inferences, with different levels of predictive power derived from individual traits and team dynamics.},
note = {arXiv:2503.03791 [cs]},
keywords = {AI, DTIC},
pubstate = {published},
tppubtype = {misc}
}
Kwon, Deuksin; Hae, Jiwon; Clift, Emma; Shamsoddini, Daniel; Gratch, Jonathan; Lucas, Gale M.
ASTRA: A Negotiation Agent with Adaptive and Strategic Reasoning through Action in Dynamic Offer Optimization Miscellaneous
2025, (arXiv:2503.07129 [cs]).
Abstract | Links | BibTeX | Tags: DTIC, Virtual Agents
@misc{kwon_astra_2025,
title = {ASTRA: A Negotiation Agent with Adaptive and Strategic Reasoning through Action in Dynamic Offer Optimization},
author = {Deuksin Kwon and Jiwon Hae and Emma Clift and Daniel Shamsoddini and Jonathan Gratch and Gale M. Lucas},
url = {http://arxiv.org/abs/2503.07129},
doi = {10.48550/arXiv.2503.07129},
year = {2025},
date = {2025-03-01},
urldate = {2025-03-18},
publisher = {arXiv},
abstract = {Negotiation requires dynamically balancing self-interest and cooperation to maximize one's own utility. Yet, existing agents struggle due to bounded rationality in human data, low adaptability to counterpart behavior, and limited strategic reasoning. To address this, we introduce principle-driven negotiation agents, powered by ASTRA, a novel framework for turn-level offer optimization grounded in two core principles: opponent modeling and Tit-for-Tat reciprocity. ASTRA operates in three stages: (1) interpreting counterpart behavior, (2) optimizing counteroffers via a linear programming (LP) solver, and (3) selecting offers based on negotiation tactics and the partner's acceptance probability. Through simulations and human evaluations, our agent effectively adapts to an opponent's shifting stance and achieves favorable outcomes through enhanced adaptability and strategic reasoning. Beyond improving negotiation performance, it also serves as a powerful coaching tool, offering interpretable strategic feedback and optimal offer recommendations.},
note = {arXiv:2503.07129 [cs]},
keywords = {DTIC, Virtual Agents},
pubstate = {published},
tppubtype = {misc}
}
Fonseca, Henrique Correia Da; Melo, Celso M. De; Terada, Kazunori; Gratch, Jonathan; Paiva, Ana S.; Santos, Francisco C.
Evolution of indirect reciprocity under emotion expression Journal Article
In: Sci Rep, vol. 15, no. 1, pp. 9151, 2025, ISSN: 2045-2322.
Abstract | Links | BibTeX | Tags: DTIC
@article{correia_da_fonseca_evolution_2025,
title = {Evolution of indirect reciprocity under emotion expression},
author = {Henrique Correia Da Fonseca and Celso M. De Melo and Kazunori Terada and Jonathan Gratch and Ana S. Paiva and Francisco C. Santos},
url = {https://www.nature.com/articles/s41598-025-89588-8},
doi = {10.1038/s41598-025-89588-8},
issn = {2045-2322},
year = {2025},
date = {2025-03-01},
urldate = {2025-03-20},
journal = {Sci Rep},
volume = {15},
number = {1},
pages = {9151},
abstract = {Abstract
Do emotion expressions impact the evolution of cooperation? Indirect Reciprocity offers a solution to the cooperation dilemma with prior work focusing on the role of social norms in propagating others’ reputations and contributing to evolutionarily stable cooperation. Recent experimental studies, however, show that emotion expressions shape pro-social behaviour, communicate one’s intentions to others, and serve an error-correcting function; yet, the role of emotion signals in the evolution of cooperation remains unexplored. We present the first model of IR based on evolutionary game theory that exposes how emotion expressions positively influence the evolution of cooperation, particularly in scenarios of frequent errors. Our findings provide evolutionary support for the existence of emotion-based social norms, which help foster cooperation among unrelated individuals.},
keywords = {DTIC},
pubstate = {published},
tppubtype = {article}
}
Do emotion expressions impact the evolution of cooperation? Indirect Reciprocity offers a solution to the cooperation dilemma with prior work focusing on the role of social norms in propagating others’ reputations and contributing to evolutionarily stable cooperation. Recent experimental studies, however, show that emotion expressions shape pro-social behaviour, communicate one’s intentions to others, and serve an error-correcting function; yet, the role of emotion signals in the evolution of cooperation remains unexplored. We present the first model of IR based on evolutionary game theory that exposes how emotion expressions positively influence the evolution of cooperation, particularly in scenarios of frequent errors. Our findings provide evolutionary support for the existence of emotion-based social norms, which help foster cooperation among unrelated individuals.
Liu, Ruying; Becerik-Gerber, Burçin; Lucas, Gale M.
Investigating Role of Personal Factors in Shaping Responses to Active Shooter Incident using Machine Learning Miscellaneous
2025, (arXiv:2503.05719 [cs]).
Abstract | Links | BibTeX | Tags: DTIC, Social Simulation, VR
@misc{liu_investigating_2025,
title = {Investigating Role of Personal Factors in Shaping Responses to Active Shooter Incident using Machine Learning},
author = {Ruying Liu and Burçin Becerik-Gerber and Gale M. Lucas},
url = {http://arxiv.org/abs/2503.05719},
doi = {10.48550/arXiv.2503.05719},
year = {2025},
date = {2025-02-01},
urldate = {2025-03-18},
publisher = {arXiv},
abstract = {This study bridges the knowledge gap on how personal factors affect building occupants' responses in active shooter situations by applying interpretable machine learning methods to data from 107 participants. The personal factors studied are training methods, prior training experience, sense of direction, and gender. The response performance measurements consist of decisions (run, hide, multiple), vulnerability (corresponding to the time a participant is visible to a shooter), and pre-evacuation time. The results indicate that the propensity to run significantly determines overall response strategies, overshadowing vulnerability, and pre-evacuation time. The training method is a critical factor where VR-based training leads to better responses than video-based training. A better sense of direction and previous training experience are correlated with a greater propensity to run and less vulnerability. Gender slightly influences decisions and vulnerability but significantly impacts pre-evacuation time, with females evacuating slower, potentially due to higher risk perception. This study underscores the importance of personal factors in shaping responses to active shooter incidents.},
note = {arXiv:2503.05719 [cs]},
keywords = {DTIC, Social Simulation, VR},
pubstate = {published},
tppubtype = {misc}
}
Tak, Ala N.; Banayeeanzade, Amin; Bolourani, Anahita; Kian, Mina; Jia, Robin; Gratch, Jonathan
Mechanistic Interpretability of Emotion Inference in Large Language Models Miscellaneous
2025, (arXiv:2502.05489 [cs]).
Abstract | Links | BibTeX | Tags: DTIC, LLM
@misc{tak_mechanistic_2025,
title = {Mechanistic Interpretability of Emotion Inference in Large Language Models},
author = {Ala N. Tak and Amin Banayeeanzade and Anahita Bolourani and Mina Kian and Robin Jia and Jonathan Gratch},
url = {http://arxiv.org/abs/2502.05489},
doi = {10.48550/arXiv.2502.05489},
year = {2025},
date = {2025-02-01},
urldate = {2025-02-20},
publisher = {arXiv},
abstract = {Large language models (LLMs) show promising capabilities in predicting human emotions from text. However, the mechanisms through which these models process emotional stimuli remain largely unexplored. Our study addresses this gap by investigating how autoregressive LLMs infer emotions, showing that emotion representations are functionally localized to specific regions in the model. Our evaluation includes diverse model families and sizes and is supported by robustness checks. We then show that the identified representations are psychologically plausible by drawing on cognitive appraisal theory, a well-established psychological framework positing that emotions emerge from evaluations (appraisals) of environmental stimuli. By causally intervening on construed appraisal concepts, we steer the generation and show that the outputs align with theoretical and intuitive expectations. This work highlights a novel way to causally intervene and precisely shape emotional text generation, potentially benefiting safety and alignment in sensitive affective domains.},
note = {arXiv:2502.05489 [cs]},
keywords = {DTIC, LLM},
pubstate = {published},
tppubtype = {misc}
}
Liu, Ruying; Becerik-Gerber, Burcin; Lucas, Gale M.; Busta, Kelly
Impact of behavior-based virtual training on active shooter incident preparedness in healthcare facilities Journal Article
In: International Journal of Disaster Risk Reduction, vol. 118, pp. 105225, 2025, ISSN: 22124209.
Links | BibTeX | Tags: DTIC, Virtual Humans
@article{liu_impact_2025,
title = {Impact of behavior-based virtual training on active shooter incident preparedness in healthcare facilities},
author = {Ruying Liu and Burcin Becerik-Gerber and Gale M. Lucas and Kelly Busta},
url = {https://linkinghub.elsevier.com/retrieve/pii/S2212420925000494},
doi = {10.1016/j.ijdrr.2025.105225},
issn = {22124209},
year = {2025},
date = {2025-02-01},
urldate = {2025-02-20},
journal = {International Journal of Disaster Risk Reduction},
volume = {118},
pages = {105225},
keywords = {DTIC, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}